Hi David, what is your recipe for getting alembic as 'pointcache only'?, we 
have always found it tries to replace existing geo regardless...

N

From: [email protected] 
[mailto:[email protected]] On Behalf Of David Barosin
Sent: Tuesday, 29 January 2013 2:41 AM
To: xsi
Subject: Re: building asset tools

We're currently using alembic from soft to soft here.  Using reference models 
with pre existing envelopes that attach on the fly to our rigs.  Alembic is 
basically used for point caching.
Alembic has also been used here for sharing data between Soft, Max, Maya and 
Houdini quite nicely (cameras, animated geo...)  It has been the most robust 
experience I've had to date compared to FBX or any other data format.  The 
speed can be a little slow if you're also using alembic to generated the 
topology per frame but for point cache only purposes it's very nice.


What are you referring to regarding Maya Alembic?   I haven't heard the good 
side of it.

On Mon, Jan 28, 2013 at 10:58 AM, Stefan Andersson 
<[email protected]<mailto:[email protected]>> wrote:
So Maya Alembic wins again...


On Mon, Jan 28, 2013 at 3:31 PM, Guillaume Laforge 
<[email protected]<mailto:[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]<mailto:[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]<mailto:[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]<mailto:[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 disk."
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]<mailto:[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]<mailto:[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
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--
----------
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<tel:%2B46-73-6268850> | skype:sanders3d






--
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<tel:%2B46-73-6268850> | skype:sanders3d



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