> static pauses
static poses...

(long time since I did my last character pose I guess)

On Mon, Jan 28, 2013 at 9:31 AM, Guillaume Laforge <
[email protected]> wrote:

> You can't 'out the box', but you could store all the envelope weights and
> static pauses using some Alembic properties.
> The main problem would be that you would need to interpret those new
> properties in every DCCs alembic plugin too...
>
> So, in short the answer is no :).
>
> Guillaume
>
>
> On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson <[email protected]>wrote:
>
>> Does anyone here on the list knows if you can envelope an alembic file?
>>
>> regards
>> stefan
>>
>>
>>
>> On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge <
>> [email protected]> wrote:
>>
>>> > As far as technicalities go, I'd go for FBX for storing hierarchies of
>>> objects.
>>>
>>> Hierarchies can be saved using Alembic too. It is a format to bake
>>> scenes after all :).
>>>
>>> FBX "advantages" are that you don't bake the meshes as they keeps their
>>> envelope and use the DCC specific code to do the skinning. It can be very
>>> useful if you do the skinning in a package and the rigging in an other one.
>>> But for every validated assets, I won't use such format as you can't be
>>> sure your animation will be the same at the end of the pipeline. The
>>> optimized point cache approach of Alembic is much better.
>>>
>>> Cheers,
>>>
>>> Guillaume Laforge
>>>
>>>
>>> On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec <[email protected]>wrote:
>>>
>>>> *"I would say, the most important is to make the right difference
>>>> between the asset and the file on disk.*
>>>> *The asset is just a concept, often just an entry in whatever storage
>>>> unit you choose with metadatas and bind to a file on dis*k."
>>>>
>>>> I can only second that. The most common design mistake I see in
>>>> data/asset management systems is treating files on disk as the higest level
>>>> assets. Having a higher abstraction level ("*asset is just a concept*")
>>>> from the beginning is really beneficial in many cases, including the one
>>>> pointed out by Jo and will for sure lead to much simpler code. If you
>>>> decide to treat ordinary disk files as assets, I can guarantee you will end
>>>> up with a layer of "super assets" or asset collections, packages (call it
>>>> what you want) sooner or later.
>>>>
>>>> As far as technicalities go, I'd go for FBX for storing hierarchies of
>>>> objects. The format has a future, is expandable, but be prepared to deal
>>>> with some oddities and bugs from time to time.
>>>> At my previous place, all pipeline was mostly fbx based for rigs and
>>>> similar.
>>>> Cache format, Alembic is imo the best choice.
>>>>
>>>>
>>>> On 27 January 2013 20:39, jo benayoun <[email protected]> wrote:
>>>>
>>>>> hey Stefan
>>>>> I would say, the most important is to make the right difference
>>>>> between the asset and the file on disk.
>>>>> The asset is just a concept, often just an entry in whatever storage
>>>>> unit you choose with metadatas and bind to a file on disk.
>>>>> So to keep things simple, why not considering your asset as a zip
>>>>> archive on disk, in which you may use different file formats to store 
>>>>> datas
>>>>> depending on the type of the asset and the
>>>>> application it's most often used in.  Bundled with the archive, add it
>>>>> a json/xml/whatever file used to store the metadatas (creator, ctime,
>>>>> asset-type, ...)
>>>>> It becomes easy then when an asset is wanted to retrieve the adequat
>>>>> file (if exists) or run a converter (if needed).   This allows you to keep
>>>>> application-specific file formats while not having trade-offs on their
>>>>> re-use in others by abstracting.  Your asset manager don't know about the
>>>>> files but only about <assets>.
>>>>> Dont bother with file formats but make your asset manager enough solid
>>>>> to handle whatever is used underneath to store datas.
>>>>> --jon
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> 2013/1/27 Stefan Andersson <[email protected]>
>>>>>
>>>>>> Hello everyone,
>>>>>>
>>>>>> I'm building a set of tools for a asset manager for Softimage. I've
>>>>>> had it working in Maya for a while, but I'm now converting it and
>>>>>> re-writing it to fit Softimage. I'm quite tempted to use Collada as it's 
>>>>>> a
>>>>>> xml format and pretty easy to work with. But I would like to hear what
>>>>>> everyone else is using? I *need* to be able to export it as collada
>>>>>> or fbx for the model assets so that it can be imported into other
>>>>>> applications. The Rig/Sim assets will be native emdl as they are only 
>>>>>> going
>>>>>> to be used in softimage (though I have my issues there too...).
>>>>>>
>>>>>> A few things my exporter is doing are
>>>>>>
>>>>>> * exporting MatLib with all materials
>>>>>> * exporting ColladaXML
>>>>>> * exporting/converting images to exr (via OIIO)
>>>>>> * parse MatLib and fix the filepaths for the textures (pointing at
>>>>>> asset location)
>>>>>>
>>>>>>
>>>>>> Big plus for using Collada
>>>>>> * will work with most applications
>>>>>> * can be used in Softimage as Reference
>>>>>> * xml based
>>>>>>
>>>>>> Big plus for FBX
>>>>>> * will work with most applications
>>>>>>
>>>>>> Big Minus for FBX
>>>>>> * can NOT be used in Softimage as Reference
>>>>>> * not a xml format (need to make your own parser)
>>>>>>
>>>>>> Big Minus for dotXSI
>>>>>> * tends to crash other applications when importing dotXSI
>>>>>>
>>>>>> Big Minus for emdl
>>>>>> * binary, impossible to edit
>>>>>>
>>>>>> So all of the above points towards Collada, but what do you guys
>>>>>> think? Any takers?
>>>>>>
>>>>>> regards
>>>>>> stefan
>>>>>>
>>>>>>
>>>>>> --
>>>>>> *Stefan Andersson | Digital Janitor*
>>>>>> blog <http://sanders3d.wordpress.com> | 
>>>>>> showreel<http://vimeo.com/sanders3d>|
>>>>>> twitter <http://twitter.com/sanders3d> | 
>>>>>> LinkedIn<http://www.linkedin.com/in/sanders3d>| cell:
>>>>>> +46-73-6268850 | skype:sanders3d
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> ----------
>>>> Michal
>>>> http://uk.linkedin.com/in/mdoniec
>>>>
>>>
>>>
>>
>>
>> --
>> *Stefan Andersson | Digital Janitor*
>> blog <http://sanders3d.wordpress.com> | showreel<http://vimeo.com/sanders3d>|
>> twitter <http://twitter.com/sanders3d> | 
>> LinkedIn<http://www.linkedin.com/in/sanders3d>| cell:
>> +46-73-6268850 | skype:sanders3d
>>
>>
>>
>

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