> 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 >> >> >> >

