Hey Simon,
CreationPlatform is all Python and KL, our own language (stands for
Kernel Language). Python is used for scene orchestration as well as for
ui logic, importing files etc. KL is used for the high performance
runtime part and is compiled dynamically using the Fabric Engine Core.
If you are interested in CreationPlatform just email me off list and I
can give you more details.
Best,
Helge
On 05.09.2012 01:07, Simon Anderson wrote:
Thanks for the plug Sandy :D
Helge, I was wondering your creationPlatform is that all Python, Qt
and openGL or have you done your own custom c++ header files?
On Wed, Sep 5, 2012 at 4:37 AM, Sandy Sutherland
<[email protected]
<mailto:[email protected]>> wrote:
We use a system that runs within Softimage - it is based on Python
and PyQT - it runs off a sql db running on linux. It shows
thumbnails and has drop downs that show the different
versions/resolutions - it is called squirrel - aptly - as
Triggerfish is based on a farm - we work out of a converted barn.
The system was started by Simon Anderson who is now at Animal
Logic and is now mostly kept going by one full time dev guy Jared
and one part time dev guy - and also includes my caching stuff.
The system also runs all our other
pipeline/hack/fix/tweak/emergency fix tools also.
I am going to see if we can possibly provide this to the Softimage
community at some stage - need to do some managment arm twisting,
which should not be too hard, as they are quite into the
'cummunity' vibe. Will see what I can do. No promises but that
is the plan.
S.
_____________________________
Sandy Sutherland
Technical Supervisor
[email protected]
<mailto:[email protected]>
_____________________________
------------------------------------------------------------------------
*From:* [email protected]
<mailto:[email protected]>
[[email protected]
<mailto:[email protected]>] on behalf of
Marc-Andre Carbonneau [[email protected]
<mailto:[email protected]>]
*Sent:* 04 September 2012 19:45
*To:* [email protected]
<mailto:[email protected]>
*Subject:* Asset viewer / manager
Hi,
We’re looking into archiving and building a library of assets we have.
By assets I mean:
3D assets(.obj, .FBX, .abc, .emdl…) and
2D assets(reference images, textures, concept art…)
How are you guys organizing all this in your studio?
Do you use a system that’s both a viewer and a repository or
you’re using regular windows folders along with a viewer?
Thanks for any advice, info you can give me.
MAC
--
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Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/