WORD! I think everything has been said so far. And just to make it clear
enough for everybody out there: We need a ASCII file format. Yes we do!


On Mon, Jan 28, 2013 at 8:02 PM, Matt Lind <[email protected]> wrote:

> Whoa, the number would be significantly greater than 1%.  More like 100%.
>  While relatively few people would be writing code to modify the text
> format, everybody using it would benefit.
>
> The single biggest issue I have right now in our pipeline is dealing with
> thousands of assets made over the past 8 years on this production that need
> to be used again in a current version of Softimage.  This very production
> is projected to continue 10 more years.  That means assets made in 2005 may
> need to be opened in the year 2023.  There will have been too many
> architectural changes in Softimage 2023 to be able to open such files
> anymore.  We've already hit this problem several times in the past few
> years getting stuff created in XSI 6.0 open in Softimage 2010 or later due
> to the deprecation of the particle system and changes in realtime shader
> architectures.  If we have a text file format, we can at least do some work
> to make the old asset compatible with whatever version of Softimage is in
> use.
>
> Without a text file format, I either have to roll my own - which I tried -
> or deprecate the asset and tell my art directory the team has to replace it
> with a new one.  Say that 15,000 times and somebody high up won't be too
> happy.
>
> I have written my own file format to do this work.  While it's not too
> difficult to export data, it's damned near impossible to import the data
> and preserve the integrity mostly because Softimage doesn't expose the
> necessary hooks to rebuild the construction history.  Operator port
> connections of often not exposed and the data needed to recreate the
> operator to behave exactly as during previous save operation is not
> possible either.  Example: 'movecomponentOp'.  I know it does a simple
> translation of affected points, but Softimage does not expose what that
> translation value(s) are.  Although it's one of the simplest operators to
> roll out of the box, I cannot support it in a custom file format.  It
>  forces me to freeze everything on scene save and that makes some artists
> unhappy as much of what they work on is work in progress, or has operations
> in parts of the construction history other than the 'modeling' marker.
>  Example: envelopes or 'shrinkwrap' operators.  Rather import!
>  ant to know the intention to be able to rebuild it properly.
>
> What Softimage desperately needs is a text file format that is fully
> accessible at the most granular level and supports edits by the end user.
>  Not just trivial things like paths to texture bitmap paths, or filenames
> to write images produced by renders, but also modification of the
> construction history such as being able to deactivate an operator if it's
> known to induce crashes or is deprecated itself and needs to be replaced
> with something more modern.
>
> Examples:
>
> - replace the old deprecated Softimage particle system with ICE equivalent.
> - replace shaders which have experienced architectural changes (e.g.
> realtime shaders created in XSI 5.x with an equivalent created in Softimage
> 2013x)
> - deactivate operators known to induce crashes (due to corruption,
> perhaps).
> - Add/remove objects/models from scene.
> - Redirect operator targets (such as point constraints to affect different
> objects because original target no longer valid)
> - Adjust renderpass partition memberships and overrides (because it's
> soooooo sloooooowww inside of the Softimage UI)
> - delete crap that never belonged in the first place.
>
>
> One very important aspect of having a text file format is the ability to
> use code to read/write/validate data in the file and have it work in the
> Software.  Not trivial to implement, but highly important as there really
> needs to be an option to modify vast quantities of assets without having to
> do it inside of a call to xsibatch.exe.  XSIbatch is much too slow to
> operate on hundreds of thousands of assets as we have to do.  If a batch
> crashes for any reason, we just don't have the granularity to know where to
> restart the batch or get enough information about the error.  One very
> important aspect of having a text file format is the ability to get
> valuable information from processing in a timely and effective manner.
>
>
> There's more, but I think the point has been made.  Text file format is
> critical to large scale production, but helps all productions.
>
>
> Matt
>
>
>
>
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Stefan Kubicek
> Sent: Monday, January 28, 2013 8:03 AM
> To: [email protected]
> Subject: Re: softimage and it's binary format
>
> I guess implementing an ASCII file format writer/reader is hard to do as
> an afterthought and difficult to justify for what is probably less than 1%
> of the user base that would actually require and benefit from it.
>
> There has once been a push towards a 3dsMax ASCII file format by Borislav
> "Bobo" Petrov years ago, but it was just too time consuming to maintain and
> develop up to a level where it could actually be used reliably and
> professionally, and for simple things you could just use the FBX ascii file
> format.
> http://www.scriptspot.com/bobo/darkmoon/bff/
>
> For something like that I imagine you'd first need 100% script access to
> every minute detail of the scene. That is: Not only being able to read
> certain information, but also to create and connect objects in a non-linear
> fashion, however there are still places in Softimage where this is not
> possible (e.g. you cannot create an op and then connect it to some objects
> later, or change connections of an operator once they have been
> established, at least for the bigger part). That means that scene creation
> through scripting (assuming an ASCII file format for XSI would essentially
> be some sort of script, similar to a Maya ASCII file) would need to be
> linear, you'd have to be careful what you create at which point in time/the
> file, and that again makes it harder compared to just writing all the nodes
> out to the file and then start making connections to/from their parameters.
>
> Just some thoughts, somebody correct me if I'm wrong.
>
> Stefan
>
>
>
>
> > Hello Everyone,
> >
> > Something that is bothering me, and has been bothering me for a long
> > while, is the constant use of binary files in Softimage.
> >
> > 1.) emdl
> > Would it be so wrong to have this as a ascii format? So that you can
> > parse through the model and change data which might be needed?
> >
> > 2.) preset files
> > SERIOUSLY... if I save out a single shader I should be able to edit
> > the contents in the file.
> >
> > 3.) scn files
> > Would be most helpful if this also could have THE OPTION of being ascii.
> >
> > 4.) dsprojectinfo
> > I would love if this could be a ascii file so that it can be edited or
> > created without Softimage
> >
> > Is there a way around this somehow? I've been lurking around to see if
> > there was someone that had posted some ninja skills regarding this.
> >
> > anyhow, insights and thoughts are welcomed
> >
> > best regards
> > stefan andersson
> >
> >
> >
>
>
> --
> -------------------------------------------
> Stefan Kubicek                   Co-founder
> -------------------------------------------
>            keyvis digital imagery
>           Wehrgasse 9 - Grüner Hof
>            1050 Vienna  Austria
>          Phone:    +43/699/12614231
> --- www.keyvis.at  [email protected] ---
> --  This email and its attachments are
> --confidential and for the recipient only--
>
>
>


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