Re: ICE in Maya is it really possible?

2014-03-17 Thread Stefan Kubicek

Are you implying that modernizing Softimage's core would have been less 
expensive/time consuming than having to fix both of Maya's core and interaction 
models/workflow?



Raf is right. We focused a lot on modernizing the core of Maya so that we can 
enable third parties to play nice within the Maya environment and Bifrost works 
much the same way splice works in that it is a node inside Maya that passes 
data back and forth to another world that is more suited to a given task.  For 
example with crowds we now have Golem, Mirarmy, and Massive for Maya. A perfect 
example of the work ahead of us is something like Gator. Maya has all the 
transfer tools inside of Gator but they are spread out and inconsistent. A DG 
master can do many of the things in the operator stack but the UI sucks. 
Designing a proper workflow and UI is a lot harder than coding one and we have 
hired real interaction designers and not just maya experts. The consistent 
thread is something out of the box that is not daunting and is consistent and 
properly presented in an interactive way.



cv/




From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Raffaele Fragapane 
[raffsxsil...@googlemail.com]
Sent: Sunday, March 16, 2014 7:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE in Maya is it really possible?


You already have most of what is possible in ice in Maya, it's called splice 
for Fabric. The only thing missing are some primitives and the visual 
programming paradigm and GUI,  performance and portability are mostly better 
already.

Honestly, I don't know why people keep  mentioning things such as she of vote 
or rewrites and the such. XSI wasn't rewritten to get ICE with its current 
considerable set of limitations (some of which aren't present in splice on 
Maya), but everybody wants so badly for Maya to be called older, when in 
actuality it's clunkier, horribly fragmented, but arguably a lot younger and 
more modern than Soft at this point.

People have a perception of modernity based on their interaction with a mix of look, 
slickness and use experience, and then think and wasn't too the mythical core 
of the app to be equally modern or ancient based on how it feels, but the two things are 
seldom related.

And on the same note, of Maya will get ICE, it still won't be Soft ;)
What Chris mentioned with H Maya, if it will ever get anywhere, would be a lot more 
important than rewriting the core.

Modern software development and software modernisation don't work the way most 
people seem to perceive it.

On 16 Mar 2014 21:20, Nuno Conceicao 
nunoalexconcei...@gmail.commailto:nunoalexconcei...@gmail.com wrote:

Yeah I get your point, but for that to happen i can imagine that maya would 
have to be almost totally rewritten, right?

Em 16/03/2014 05:22, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com escreveu:

Yeah Nuno, I can easily enough. The stack is a patch for the lack of proper 
graph, not a feature worth promoting as the future. Maya has issues with 
evaluation missing certain things in default nodes, but the general paradigm of 
the graph is a superior approach.
The lack of threading is more of an issue, but the stack doesn't facilitate 
that, ice works intra op, not across.

Four the sake of all that's good in the world let's not push a attack against a 
proper DG as a superior feature, or make the mistake of thinking it's enabling 
in any regard. A proper sparse and arbitrary DG with the addition of simple 
entry and exit gates to facilitate things such as shape modeling at different 
stages, storing differentials and so on is an infinitely superior approach.

On 15 Mar 2014 05:30, Nuno Conceicao 
nunoalexconcei...@gmail.commailto:nunoalexconcei...@gmail.com wrote:
Something just came up on my head while doing blendshapes and using ICE to help 
along.

Can you guys imagine how would ICE (or Biftrost) would work in Maya without a 
proper modelling stack like XSI''s?

Even something as simple as using ICE to invert weight maps that are hooked 
with shapes with an already enveloped character or fixing some poses maybe...




--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone:  +43 (0) 699 12614231
 www.keyvis.at
--   This email and its attachments are--
-- confidential and for the recipient only --



Re: ICE in Maya is it really possible?

2014-03-16 Thread Nuno Conceicao
Yeah I get your point, but for that to happen i can imagine that maya would
have to be almost totally rewritten, right?
Em 16/03/2014 05:22, Raffaele Fragapane raffsxsil...@googlemail.com
escreveu:

 Yeah Nuno, I can easily enough. The stack is a patch for the lack of
 proper graph, not a feature worth promoting as the future. Maya has issues
 with evaluation missing certain things in default nodes, but the general
 paradigm of the graph is a superior approach.
 The lack of threading is more of an issue, but the stack doesn't
 facilitate that, ice works intra op, not across.

 Four the sake of all that's good in the world let's not push a attack
 against a proper DG as a superior feature, or make the mistake of thinking
 it's enabling in any regard. A proper sparse and arbitrary DG with the
 addition of simple entry and exit gates to facilitate things such as shape
 modeling at different stages, storing differentials and so on is an
 infinitely superior approach.
 On 15 Mar 2014 05:30, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 Something just came up on my head while doing blendshapes and using ICE
 to help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...




Re: ICE in Maya is it really possible?

2014-03-16 Thread Raffaele Fragapane
You already have most of what is possible in ice in Maya, it's called
splice for Fabric. The only thing missing are some primitives and the
visual programming paradigm and GUI,  performance and portability are
mostly better already.

Honestly, I don't know why people keep  mentioning things such as she of
vote or rewrites and the such. XSI wasn't rewritten to get ICE with its
current considerable set of limitations (some of which aren't present in
splice on Maya), but everybody wants so badly for Maya to be called older,
when in actuality it's clunkier, horribly fragmented, but arguably a lot
younger and more modern than Soft at this point.

People have a perception of modernity based on their interaction with a mix
of look, slickness and use experience, and then think and wasn't too the
mythical core of the app to be equally modern or ancient based on how it
feels, but the two things are seldom related.

And on the same note, of Maya will get ICE, it still won't be Soft ;)
What Chris mentioned with H Maya, if it will ever get anywhere, would be a
lot more important than rewriting the core.

Modern software development and software modernisation don't work the way
most people seem to perceive it.
On 16 Mar 2014 21:20, Nuno Conceicao nunoalexconcei...@gmail.com wrote:

 Yeah I get your point, but for that to happen i can imagine that maya
 would have to be almost totally rewritten, right?
 Em 16/03/2014 05:22, Raffaele Fragapane raffsxsil...@googlemail.com
 escreveu:

 Yeah Nuno, I can easily enough. The stack is a patch for the lack of
 proper graph, not a feature worth promoting as the future. Maya has issues
 with evaluation missing certain things in default nodes, but the general
 paradigm of the graph is a superior approach.
 The lack of threading is more of an issue, but the stack doesn't
 facilitate that, ice works intra op, not across.

 Four the sake of all that's good in the world let's not push a attack
 against a proper DG as a superior feature, or make the mistake of thinking
 it's enabling in any regard. A proper sparse and arbitrary DG with the
 addition of simple entry and exit gates to facilitate things such as shape
 modeling at different stages, storing differentials and so on is an
 infinitely superior approach.
 On 15 Mar 2014 05:30, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 Something just came up on my head while doing blendshapes and using ICE
 to help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...




Re: ICE in Maya is it really possible?

2014-03-16 Thread Raffaele Fragapane
I ducking hate writing emails on a phone.


Re: ICE in Maya is it really possible?

2014-03-16 Thread Rob Chapman
yeah was gonna say Raph, its a bit rich complaining about Emelio not making
much sense the other day after trying to leverage some comprehension into
your last statement..!

Get Brads phone model, his seems much more lucid to write on :P


On 16 March 2014 11:12, Raffaele Fragapane raffsxsil...@googlemail.comwrote:

 I ducking hate writing emails on a phone.



RE: ICE in Maya is it really possible?

2014-03-16 Thread Chris Vienneau
Raf is right. We focused a lot on modernizing the core of Maya so that we can 
enable third parties to play nice within the Maya environment and Bifrost works 
much the same way splice works in that it is a node inside Maya that passes 
data back and forth to another world that is more suited to a given task.  For 
example with crowds we now have Golem, Mirarmy, and Massive for Maya. A perfect 
example of the work ahead of us is something like Gator. Maya has all the 
transfer tools inside of Gator but they are spread out and inconsistent. A DG 
master can do many of the things in the operator stack but the UI sucks. 
Designing a proper workflow and UI is a lot harder than coding one and we have 
hired real interaction designers and not just maya experts. The consistent 
thread is something out of the box that is not daunting and is consistent and 
properly presented in an interactive way.



cv/




From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Raffaele Fragapane 
[raffsxsil...@googlemail.com]
Sent: Sunday, March 16, 2014 7:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE in Maya is it really possible?


You already have most of what is possible in ice in Maya, it's called splice 
for Fabric. The only thing missing are some primitives and the visual 
programming paradigm and GUI,  performance and portability are mostly better 
already.

Honestly, I don't know why people keep  mentioning things such as she of vote 
or rewrites and the such. XSI wasn't rewritten to get ICE with its current 
considerable set of limitations (some of which aren't present in splice on 
Maya), but everybody wants so badly for Maya to be called older, when in 
actuality it's clunkier, horribly fragmented, but arguably a lot younger and 
more modern than Soft at this point.

People have a perception of modernity based on their interaction with a mix of 
look, slickness and use experience, and then think and wasn't too the mythical 
core of the app to be equally modern or ancient based on how it feels, but 
the two things are seldom related.

And on the same note, of Maya will get ICE, it still won't be Soft ;)
What Chris mentioned with H Maya, if it will ever get anywhere, would be a lot 
more important than rewriting the core.

Modern software development and software modernisation don't work the way most 
people seem to perceive it.

On 16 Mar 2014 21:20, Nuno Conceicao 
nunoalexconcei...@gmail.commailto:nunoalexconcei...@gmail.com wrote:

Yeah I get your point, but for that to happen i can imagine that maya would 
have to be almost totally rewritten, right?

Em 16/03/2014 05:22, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com escreveu:

Yeah Nuno, I can easily enough. The stack is a patch for the lack of proper 
graph, not a feature worth promoting as the future. Maya has issues with 
evaluation missing certain things in default nodes, but the general paradigm of 
the graph is a superior approach.
The lack of threading is more of an issue, but the stack doesn't facilitate 
that, ice works intra op, not across.

Four the sake of all that's good in the world let's not push a attack against a 
proper DG as a superior feature, or make the mistake of thinking it's enabling 
in any regard. A proper sparse and arbitrary DG with the addition of simple 
entry and exit gates to facilitate things such as shape modeling at different 
stages, storing differentials and so on is an infinitely superior approach.

On 15 Mar 2014 05:30, Nuno Conceicao 
nunoalexconcei...@gmail.commailto:nunoalexconcei...@gmail.com wrote:
Something just came up on my head while doing blendshapes and using ICE to help 
along.

Can you guys imagine how would ICE (or Biftrost) would work in Maya without a 
proper modelling stack like XSI''s?

Even something as simple as using ICE to invert weight maps that are hooked 
with shapes with an already enveloped character or fixing some poses maybe...
attachment: winmail.dat

Re: ICE in Maya is it really possible?

2014-03-16 Thread Andy Goehler
Amen. Finally some sensible words — thank you Raffaele.

Andy


On Mar 16, 2014, at 12:11, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:

 Honestly, I don't know why people keep  mentioning things such as she of vote 
 or rewrites and the such. XSI wasn't rewritten to get ICE with its current 
 considerable set of limitations (some of which aren't present in splice on 
 Maya), but everybody wants so badly for Maya to be called older, when in 
 actuality it's clunkier, horribly fragmented, but arguably a lot younger and 
 more modern than Soft at this point.
 
 People have a perception of modernity based on their interaction with a mix 
 of look, slickness and use experience, and then think and wasn't too the 
 mythical core of the app to be equally modern or ancient based on how it 
 feels, but the two things are seldom related.
 



Re: ICE in Maya is it really possible?

2014-03-16 Thread phil harbath
I going to ask something and in my defense I am completely ignorant of most 
things technical,  given how fast redshift is at GPU rendering (and to me it is 
just magic how much faster it is than plain old 6-core cpu rendering), why 
can’t more parts of these Programs which require a lot of calculations be moved 
to the GPU (I guess lack of ram would be one thing). I guess for me that would 
be modernization.
From: Andy Goehler 
Sent: Sunday, March 16, 2014 6:14 PM
To: softimage@listproc.autodesk.com 
Subject: Re: ICE in Maya is it really possible?

Amen. Finally some sensible words — thank you Raffaele. 

Andy



On Mar 16, 2014, at 12:11, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:


  Honestly, I don't know why people keep  mentioning things such as she of vote 
or rewrites and the such. XSI wasn't rewritten to get ICE with its current 
considerable set of limitations (some of which aren't present in splice on 
Maya), but everybody wants so badly for Maya to be called older, when in 
actuality it's clunkier, horribly fragmented, but arguably a lot younger and 
more modern than Soft at this point.

  People have a perception of modernity based on their interaction with a mix 
of look, slickness and use experience, and then think and wasn't too the 
mythical core of the app to be equally modern or ancient based on how it 
feels, but the two things are seldom related.



Re: ICE in Maya is it really possible?

2014-03-16 Thread Paul Doyle
Hi Phil - the problem is that the GPU is not as broad in capabilities as
the CPU. What this means is that many kinds of work have to be moved back
and forth from the CPU memory to the GPU memory in order to complete them -
they can't just stay on the GPU. The cost of this movement usually kills
any advantage you may have gained from using all the GPU cores, as the bus
speed is extremely slow by comparison. If you can do the calculations and
stay on the GPU then it can be very powerful, which is why GPU renderers
are so fast. The other issue is writing code for GPUs is quite time
consuming, and still hardware specific (OpenCL for AMD/Intel, CUDA for
NVidia) - so generally you have to pick problems that merit the investment
of resources - i.e. hair sims

Now, it's not all bad news - the future is looking pretty awesome. There
are various types of shared memory architectures coming through (HSA from
AMD, CUDA6 from NVidia, Intel and AMD with SPIR). What this means is that
the hardware vendor starts taking care of the memory management - through
having CPU and GPU sharing physical memory, and through smart management of
the memory. This is awesome.

*warning, imminent Fabric plug* - at GTC (NVidia's conference in a few
weeks) we will be showing our KL language executing on CUDA6 without making
any changes to the KL code. So we'll be showing a KL deformer running in
Maya via Fabric Splice, running at some crazy speed.

This means that some KL code is going to be running on the GPU without
requiring any special investment of effort - what's nice here is that if
you have a CUDA6 capable card, you're going to have this capability as soon
as those drivers become available (it's initially a software solution). We
should also be shipping the same support for AMD's HSA architecture around
the same time.

We're able to do this because of the design of Fabric, but I expect other
companies will have their own ways of taking advantage of this stuff. I
think it's going to be an awesome time - enabling a TD to author tools that
are GPU accelerated will be amazing. (I can see all the RD people holding
their heads already).

I hope that made some kind of sense, it really is an amazing time for
hardware.

Paul


On 16 March 2014 18:51, phil harbath phil.harb...@jamination.com wrote:

   I going to ask something and in my defense I am completely ignorant of
 most things technical,  given how fast redshift is at GPU rendering (and to
 me it is just magic how much faster it is than plain old 6-core cpu
 rendering), why can't more parts of these Programs which require a lot of
 calculations be moved to the GPU (I guess lack of ram would be one thing).
 I guess for me that would be modernization.
   *From:* Andy Goehler lists.andy.goeh...@gmail.com
 *Sent:* Sunday, March 16, 2014 6:14 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: ICE in Maya is it really possible?

 Amen. Finally some sensible words -- thank you Raffaele.

 Andy


  On Mar 16, 2014, at 12:11, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  Honestly, I don't know why people keep  mentioning things such as she of
 vote or rewrites and the such. XSI wasn't rewritten to get ICE with its
 current considerable set of limitations (some of which aren't present in
 splice on Maya), but everybody wants so badly for Maya to be called older,
 when in actuality it's clunkier, horribly fragmented, but arguably a lot
 younger and more modern than Soft at this point.

 People have a perception of modernity based on their interaction with a
 mix of look, slickness and use experience, and then think and wasn't too
 the mythical core of the app to be equally modern or ancient based on how
 it feels, but the two things are seldom related.





Re: ICE in Maya is it really possible?

2014-03-15 Thread Jonah Friedman

 but to kill Softimage I would think that Maya would have to prove to be an
 ice replacement within 2 years. How else do you justify it.


While what you're saying makes perfect sense, the
Bifrost-based-ice-replacement does not exist and given Autodesk's track
record, I think it's very likely to never exist. As for having it in two
years, I think that might actually be literally impossible. And BTW, I'm
leaving out the ecosystem that exists around ICE in soft (weight maps,
groups, clusters, render tree integration, etc) that can make it so
amazingly useful. Like Perry said, having this stuff involves changing the
internals of Maya, and having that in two years seems even more impossible.
Ultimately I don't see how people who transition to Maya can reasonably
expect to have something like ICE ever again.




On Fri, Mar 14, 2014 at 4:00 PM, phil harbath
phil.harb...@jamination.comwrote:

   perhaps I am terrible ignorant to think this and I have no knowledge of
 what the upcoming 2015 version of Maya will contain,  but to kill Softimage
 I would think that Maya would have to prove to be an ice replacement within
 2 years.  How else do you justify it.  In my opinion Autodesk considers
 Maya superior in everyway except ICE, so that would be the last step needed
 to make Softimage totally redundant (again in the eyes of Autodesk).

  *From:* Jonah Friedman jon...@gmail.com
 *Sent:* Friday, March 14, 2014 3:57 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: ICE in Maya is it really possible?

   To make matters worse for the Bifrost-replacing-ice idea-

 Bifrost, at the moment, is fluid simulation. Hell, Bifrost hasn't even
 been proven to be good at fluid simulation yet, although I have no doubt it
 eventually can be. But as for Bifrost-the-ICE-replacement, it's not even at
 the level of vaporware. It hasn't been officially promised, just vaguely
 hinted at. Once Bifrost actually succeeds at its current purpose- fluid
 simulation- then we can talk about what it might take to rebuild ICE based
 on it.

 I'm imagining one possible future a couple years down the line everyone is
 happy that Maya finally solved their fluid simulation problem which is
 apparently holding Maya back, and team Bifrost turns their attention to
 replacing ICE. At this point, they're several years away from making
 something as good as ICE and we can start having this conversation in
 earnest. This is a best case scenario.

 There's another possible future where where it turns out people are using
 Houdini and/or Realflow for their fluid simulation needs, and nobody cares
 very much about having one directly in Maya, even if it's awesome, and
 Bifrost is deemed yet another misguided direction Maya was taken in by AD.
 And in this future, no matter how good the technical underpinnings of
 bifrost are, and ICE is a distant memory and Bifrost is just more
 abandonware in Maya.

 So yeah, I wouldn't hold my breath for an ice replacement from Autodesk.




 On Fri, Mar 14, 2014 at 3:25 PM, Daniel Sweeney 
 dan...@northforge.co.ukwrote:

 I will be surprised if bit frost is anything compared to ice. But who
 knows. I will be honest I have never used Maya, and never have ventured
 into that territory from things I have heard. With all the thing I'm
 reading after the EOL was announce I just think out the box it far too
 technical/hardwork for my personal work flow.

 Let's be rational, ice is 5 some years old and was 2-3 years in the
 making before that. So that's 7-8 years. I would be interested to find out
 how long this bit frost has been in the making.now considering they
 only bought niad not too long ago and I read its based somehow on that, I
 would be sceptical how well it could work or how mature it is. I just think
 all of this is based on pure market share and pleasing the share holders.

 But like I said I don't know. But I know I will be looking for another
 route away from autocash for sure.

 I hope most people follow another path to show these bully tactics are
 bull shit and the customer is always right.

 Daniel
  On 14 Mar 2014 18:43, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 Gee, I guess how many features wont be supported in Bifrost, or how long
 it will take them to have it at the level ICE currently is...


 On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 # mean mode on
 They should introduce first the concept of weight map object in Maya as
 currently it's all blackboxed in the different nodes,
 and all with different SDK access...
 # mean mode off

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


 2014-03-14 19:29 GMT+01:00 Nuno Conceicao nunoalexconcei...@gmail.com:


  Something just came up on my head while doing blendshapes and using
 ICE to help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper

Re: ICE in Maya is it really possible?

2014-03-15 Thread Emilio Hernandez
Autodesk cut us the legs and they are offering us a wheelchair...


Re: ICE in Maya is it really possible?

2014-03-15 Thread Raffaele Fragapane
Yeah Nuno, I can easily enough. The stack is a patch for the lack of proper
graph, not a feature worth promoting as the future. Maya has issues with
evaluation missing certain things in default nodes, but the general
paradigm of the graph is a superior approach.
The lack of threading is more of an issue, but the stack doesn't facilitate
that, ice works intra op, not across.

Four the sake of all that's good in the world let's not push a attack
against a proper DG as a superior feature, or make the mistake of thinking
it's enabling in any regard. A proper sparse and arbitrary DG with the
addition of simple entry and exit gates to facilitate things such as shape
modeling at different stages, storing differentials and so on is an
infinitely superior approach.
On 15 Mar 2014 05:30, Nuno Conceicao nunoalexconcei...@gmail.com wrote:

 Something just came up on my head while doing blendshapes and using ICE to
 help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...



Re: ICE in Maya is it really possible?

2014-03-15 Thread Raffaele Fragapane
Stupid smartphone autocorrect...
Stack, not attack... and couple other idiotic things slipped in there.
Hopefully the gist of it is still clear.
On 16 Mar 2014 16:22, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:

 Yeah Nuno, I can easily enough. The stack is a patch for the lack of
 proper graph, not a feature worth promoting as the future. Maya has issues
 with evaluation missing certain things in default nodes, but the general
 paradigm of the graph is a superior approach.
 The lack of threading is more of an issue, but the stack doesn't
 facilitate that, ice works intra op, not across.

 Four the sake of all that's good in the world let's not push a attack
 against a proper DG as a superior feature, or make the mistake of thinking
 it's enabling in any regard. A proper sparse and arbitrary DG with the
 addition of simple entry and exit gates to facilitate things such as shape
 modeling at different stages, storing differentials and so on is an
 infinitely superior approach.
 On 15 Mar 2014 05:30, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 Something just came up on my head while doing blendshapes and using ICE
 to help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...




ICE in Maya is it really possible?

2014-03-14 Thread Nuno Conceicao
Something just came up on my head while doing blendshapes and using ICE to
help along.

Can you guys imagine how would ICE (or Biftrost) would work in Maya without
a proper modelling stack like XSI''s?

Even something as simple as using ICE to invert weight maps that are hooked
with shapes with an already enveloped character or fixing some poses
maybe...


Re: ICE in Maya is it really possible?

2014-03-14 Thread Ahmidou Lyazidi
# mean mode on
They should introduce first the concept of weight map object in Maya as
currently it's all blackboxed in the different nodes,
and all with different SDK access...
# mean mode off

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


2014-03-14 19:29 GMT+01:00 Nuno Conceicao nunoalexconcei...@gmail.com:

 Something just came up on my head while doing blendshapes and using ICE to
 help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...



Re: ICE in Maya is it really possible?

2014-03-14 Thread Nuno Conceicao
Gee, I guess how many features wont be supported in Bifrost, or how long it
will take them to have it at the level ICE currently is...


On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 # mean mode on
 They should introduce first the concept of weight map object in Maya as
 currently it's all blackboxed in the different nodes,
 and all with different SDK access...
 # mean mode off

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


 2014-03-14 19:29 GMT+01:00 Nuno Conceicao nunoalexconcei...@gmail.com:

 Something just came up on my head while doing blendshapes and using ICE to
 help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...





Re: ICE in Maya is it really possible?

2014-03-14 Thread Daniel Sweeney
I will be surprised if bit frost is anything compared to ice. But who
knows. I will be honest I have never used Maya, and never have ventured
into that territory from things I have heard. With all the thing I'm
reading after the EOL was announce I just think out the box it far too
technical/hardwork for my personal work flow.

Let's be rational, ice is 5 some years old and was 2-3 years in the making
before that. So that's 7-8 years. I would be interested to find out how
long this bit frost has been in the making.now considering they only
bought niad not too long ago and I read its based somehow on that, I would
be sceptical how well it could work or how mature it is. I just think all
of this is based on pure market share and pleasing the share holders.

But like I said I don't know. But I know I will be looking for another
route away from autocash for sure.

I hope most people follow another path to show these bully tactics are bull
shit and the customer is always right.

Daniel
On 14 Mar 2014 18:43, Nuno Conceicao nunoalexconcei...@gmail.com wrote:

 Gee, I guess how many features wont be supported in Bifrost, or how long
 it will take them to have it at the level ICE currently is...


 On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 # mean mode on
 They should introduce first the concept of weight map object in Maya as
 currently it's all blackboxed in the different nodes,
 and all with different SDK access...
 # mean mode off

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


 2014-03-14 19:29 GMT+01:00 Nuno Conceicao nunoalexconcei...@gmail.com:

 Something just came up on my head while doing blendshapes and using ICE
 to help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...






Re: ICE in Maya is it really possible?

2014-03-14 Thread Perry Harovas
To really recreate something close to ICE in Maya would mean a HUGE change
to the way Maya works internally.
Something I never see Autodesk doing.

EVER.

They still have never solv ed the problem of a plugin mysteriously not
loading
willy-nilly. Even Mental Ray doesn't show up as a renderer like 20% of the
time.

This isn't isolated, in every place I have worked, in every installation I
have done of Maya, for the entire
17 or so years I have used Maya, this is STILL a problem.

For God sake, they can't get their shit together to reliably load a plugin!

How they will ever recreate anything close to ICE is beyond me. No,
actually, it is impossible.
They don't have the attention to detail and customer driven awareness for
user experience to ever do
anything like ICE.

Maya is a feature graveyard. Every time there is a shiny new way to do
something, they leave the last 2 or 3 ways inside
Maya as dead ends, and they often never can communicate with newer parts of
Maya.

Here is one more problem:

Every time a new version of Maya comes out, EVERY plugin has to be
re-compiled.
EVERY ONE. If it isn't, it won't work in a new version of Maya.

How the hell will they ever get out of their own way?




On Fri, Mar 14, 2014 at 3:25 PM, Daniel Sweeney dan...@northforge.co.ukwrote:

 I will be surprised if bit frost is anything compared to ice. But who
 knows. I will be honest I have never used Maya, and never have ventured
 into that territory from things I have heard. With all the thing I'm
 reading after the EOL was announce I just think out the box it far too
 technical/hardwork for my personal work flow.

 Let's be rational, ice is 5 some years old and was 2-3 years in the making
 before that. So that's 7-8 years. I would be interested to find out how
 long this bit frost has been in the making.now considering they only
 bought niad not too long ago and I read its based somehow on that, I would
 be sceptical how well it could work or how mature it is. I just think all
 of this is based on pure market share and pleasing the share holders.

 But like I said I don't know. But I know I will be looking for another
 route away from autocash for sure.

 I hope most people follow another path to show these bully tactics are
 bull shit and the customer is always right.

 Daniel
 On 14 Mar 2014 18:43, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 Gee, I guess how many features wont be supported in Bifrost, or how long
 it will take them to have it at the level ICE currently is...


 On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 # mean mode on
 They should introduce first the concept of weight map object in Maya as
 currently it's all blackboxed in the different nodes,
 and all with different SDK access...
 # mean mode off

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


 2014-03-14 19:29 GMT+01:00 Nuno Conceicao nunoalexconcei...@gmail.com:

 Something just came up on my head while doing blendshapes and using ICE
 to help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...






-- 





Perry Harovas
203-448-7206
Animation and Visual Effects

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

-24 years experience
-Co-Author of Mastering
Mayahttp://www.amazon.com/Mastering-Maya-Complete-Perry-Harovas/dp/0782125212
-Member of the Visual Effects Society
(VES)http://www.visualeffectssociety.com/


Re: ICE in Maya is it really possible?

2014-03-14 Thread Jonah Friedman
To make matters worse for the Bifrost-replacing-ice idea-

Bifrost, at the moment, is fluid simulation. Hell, Bifrost hasn't even been
proven to be good at fluid simulation yet, although I have no doubt it
eventually can be. But as for Bifrost-the-ICE-replacement, it's not even at
the level of vaporware. It hasn't been officially promised, just vaguely
hinted at. Once Bifrost actually succeeds at its current purpose- fluid
simulation- then we can talk about what it might take to rebuild ICE based
on it.

I'm imagining one possible future a couple years down the line everyone is
happy that Maya finally solved their fluid simulation problem which is
apparently holding Maya back, and team Bifrost turns their attention to
replacing ICE. At this point, they're several years away from making
something as good as ICE and we can start having this conversation in
earnest. This is a best case scenario.

There's another possible future where where it turns out people are using
Houdini and/or Realflow for their fluid simulation needs, and nobody cares
very much about having one directly in Maya, even if it's awesome, and
Bifrost is deemed yet another misguided direction Maya was taken in by AD.
And in this future, no matter how good the technical underpinnings of
bifrost are, and ICE is a distant memory and Bifrost is just more
abandonware in Maya.

So yeah, I wouldn't hold my breath for an ice replacement from Autodesk.




On Fri, Mar 14, 2014 at 3:25 PM, Daniel Sweeney dan...@northforge.co.ukwrote:

 I will be surprised if bit frost is anything compared to ice. But who
 knows. I will be honest I have never used Maya, and never have ventured
 into that territory from things I have heard. With all the thing I'm
 reading after the EOL was announce I just think out the box it far too
 technical/hardwork for my personal work flow.

 Let's be rational, ice is 5 some years old and was 2-3 years in the making
 before that. So that's 7-8 years. I would be interested to find out how
 long this bit frost has been in the making.now considering they only
 bought niad not too long ago and I read its based somehow on that, I would
 be sceptical how well it could work or how mature it is. I just think all
 of this is based on pure market share and pleasing the share holders.

 But like I said I don't know. But I know I will be looking for another
 route away from autocash for sure.

 I hope most people follow another path to show these bully tactics are
 bull shit and the customer is always right.

 Daniel
 On 14 Mar 2014 18:43, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 Gee, I guess how many features wont be supported in Bifrost, or how long
 it will take them to have it at the level ICE currently is...


 On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 # mean mode on
 They should introduce first the concept of weight map object in Maya as
 currently it's all blackboxed in the different nodes,
 and all with different SDK access...
 # mean mode off

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


 2014-03-14 19:29 GMT+01:00 Nuno Conceicao nunoalexconcei...@gmail.com:

 Something just came up on my head while doing blendshapes and using ICE
 to help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...






Re: ICE in Maya is it really possible?

2014-03-14 Thread phil harbath
perhaps I am terrible ignorant to think this and I have no knowledge of what 
the upcoming 2015 version of Maya will contain,  but to kill Softimage I would 
think that Maya would have to prove to be an ice replacement within 2 years.  
How else do you justify it.  In my opinion Autodesk considers Maya superior in 
everyway except ICE, so that would be the last step needed to make Softimage 
totally redundant (again in the eyes of Autodesk).

From: Jonah Friedman 
Sent: Friday, March 14, 2014 3:57 PM
To: softimage@listproc.autodesk.com 
Subject: Re: ICE in Maya is it really possible?

To make matters worse for the Bifrost-replacing-ice idea- 

Bifrost, at the moment, is fluid simulation. Hell, Bifrost hasn't even been 
proven to be good at fluid simulation yet, although I have no doubt it 
eventually can be. But as for Bifrost-the-ICE-replacement, it's not even at the 
level of vaporware. It hasn't been officially promised, just vaguely hinted at. 
Once Bifrost actually succeeds at its current purpose- fluid simulation- then 
we can talk about what it might take to rebuild ICE based on it.

I'm imagining one possible future a couple years down the line everyone is 
happy that Maya finally solved their fluid simulation problem which is 
apparently holding Maya back, and team Bifrost turns their attention to 
replacing ICE. At this point, they're several years away from making something 
as good as ICE and we can start having this conversation in earnest. This is a 
best case scenario.

There's another possible future where where it turns out people are using 
Houdini and/or Realflow for their fluid simulation needs, and nobody cares very 
much about having one directly in Maya, even if it's awesome, and Bifrost is 
deemed yet another misguided direction Maya was taken in by AD. And in this 
future, no matter how good the technical underpinnings of bifrost are, and ICE 
is a distant memory and Bifrost is just more abandonware in Maya. 

So yeah, I wouldn't hold my breath for an ice replacement from Autodesk. 





On Fri, Mar 14, 2014 at 3:25 PM, Daniel Sweeney dan...@northforge.co.uk wrote:

  I will be surprised if bit frost is anything compared to ice. But who knows. 
I will be honest I have never used Maya, and never have ventured into that 
territory from things I have heard. With all the thing I'm reading after the 
EOL was announce I just think out the box it far too technical/hardwork for my 
personal work flow. 

  Let's be rational, ice is 5 some years old and was 2-3 years in the making 
before that. So that's 7-8 years. I would be interested to find out how long 
this bit frost has been in the making.now considering they only bought niad 
not too long ago and I read its based somehow on that, I would be sceptical how 
well it could work or how mature it is. I just think all of this is based on 
pure market share and pleasing the share holders.

  But like I said I don't know. But I know I will be looking for another route 
away from autocash for sure. 

  I hope most people follow another path to show these bully tactics are bull 
shit and the customer is always right. 

  Daniel

  On 14 Mar 2014 18:43, Nuno Conceicao nunoalexconcei...@gmail.com wrote:

Gee, I guess how many features wont be supported in Bifrost, or how long it 
will take them to have it at the level ICE currently is...



On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi ahmidou@gmail.com 
wrote:

  # mean mode on

  They should introduce first the concept of weight map object in Maya as 
currently it's all blackboxed in the different nodes,

  and all with different SDK access...

  # mean mode off


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




  2014-03-14 19:29 GMT+01:00 Nuno Conceicao nunoalexconcei...@gmail.com: 


Something just came up on my head while doing blendshapes and using ICE 
to help along. 

Can you guys imagine how would ICE (or Biftrost) would work in Maya 
without a proper modelling stack like XSI''s?

Even something as simple as using ICE to invert weight maps that are 
hooked with shapes with an already enveloped character or fixing some poses 
maybe...




Re: ICE in Maya is it really possible?

2014-03-14 Thread Michael Clarke
Well, to begin with, I don't think Softimage was killed off due to Autodesk 
feeling Maya was superior. It's more about marketshare than quality here.

Second, most Maya users are not accustomed to using ICE, and therefore simply 
have no idea what they are missing. Bifrost will be better than what they now 
have, and that will be perceived by the larger community of Maya users as 
progress — regardless of how it stacks up next to ICE.

IMO, Autodesk has painted itself into a corner, casting their entire lot with 
old bloated code. If Maya is to compete with more modern solutions it will need 
a rewrite, and that takes time and resources. Where will Houdini be by the time 
Maya is brought up to speed? Hell, where will apps like MODO and Cinema 4D be 
by then? They may not ever be what Softimage is to this community, but they may 
be attractive alternatives to Maya, which comes with an Autodesk  relationship.

Anyway, I think you are asking about these things from a certain logical 
perspective. My point is that your particular perspective/assumptions, however 
logical, are probably not the concerns that are driving this EOL issue or the 
development of Maya.



On Mar 14, 2014, at 3:00 PM, phil harbath phil.harb...@jamination.com wrote:

 perhaps I am terrible ignorant to think this and I have no knowledge of what 
 the upcoming 2015 version of Maya will contain,  but to kill Softimage I 
 would think that Maya would have to prove to be an ice replacement within 2 
 years.  How else do you justify it.  In my opinion Autodesk considers Maya 
 superior in everyway except ICE, so that would be the last step needed to 
 make Softimage totally redundant (again in the eyes of Autodesk).
  
 From: Jonah Friedman
 Sent: Friday, March 14, 2014 3:57 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE in Maya is it really possible?
  
 To make matters worse for the Bifrost-replacing-ice idea-
  
 Bifrost, at the moment, is fluid simulation. Hell, Bifrost hasn't even been 
 proven to be good at fluid simulation yet, although I have no doubt it 
 eventually can be. But as for Bifrost-the-ICE-replacement, it's not even at 
 the level of vaporware. It hasn't been officially promised, just vaguely 
 hinted at. Once Bifrost actually succeeds at its current purpose- fluid 
 simulation- then we can talk about what it might take to rebuild ICE based on 
 it.
  
 I'm imagining one possible future a couple years down the line everyone is 
 happy that Maya finally solved their fluid simulation problem which is 
 apparently holding Maya back, and team Bifrost turns their attention to 
 replacing ICE. At this point, they're several years away from making 
 something as good as ICE and we can start having this conversation in 
 earnest. This is a best case scenario.
  
 There's another possible future where where it turns out people are using 
 Houdini and/or Realflow for their fluid simulation needs, and nobody cares 
 very much about having one directly in Maya, even if it's awesome, and 
 Bifrost is deemed yet another misguided direction Maya was taken in by AD. 
 And in this future, no matter how good the technical underpinnings of bifrost 
 are, and ICE is a distant memory and Bifrost is just more abandonware in Maya.
  
 So yeah, I wouldn't hold my breath for an ice replacement from Autodesk.
  
  
 
 
 On Fri, Mar 14, 2014 at 3:25 PM, Daniel Sweeney dan...@northforge.co.uk 
 wrote:
 I will be surprised if bit frost is anything compared to ice. But who knows. 
 I will be honest I have never used Maya, and never have ventured into that 
 territory from things I have heard. With all the thing I'm reading after the 
 EOL was announce I just think out the box it far too technical/hardwork for 
 my personal work flow.
 
 Let's be rational, ice is 5 some years old and was 2-3 years in the making 
 before that. So that's 7-8 years. I would be interested to find out how long 
 this bit frost has been in the making.now considering they only bought 
 niad not too long ago and I read its based somehow on that, I would be 
 sceptical how well it could work or how mature it is. I just think all of 
 this is based on pure market share and pleasing the share holders.
 
 But like I said I don't know. But I know I will be looking for another route 
 away from autocash for sure.
 
 I hope most people follow another path to show these bully tactics are bull 
 shit and the customer is always right.
 
 Daniel
 
 On 14 Mar 2014 18:43, Nuno Conceicao nunoalexconcei...@gmail.com wrote:
 Gee, I guess how many features wont be supported in Bifrost, or how long it 
 will take them to have it at the level ICE currently is...
 
 
 On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi ahmidou@gmail.com 
 wrote:
 # mean mode on
 They should introduce first the concept of weight map object in Maya as 
 currently it's all blackboxed in the different nodes,
 and all with different SDK access...
 # mean mode off