Modo doesn't have construction history (afaik), what does it do to better
deal with texturing and iterative workflow you mention?
Le 2013-03-28 18:00, "Matt Lind" <[email protected]> a écrit :

> Freeze isn’t ‘deadly’ per se, but it to get around many of the
> instabilities of Softimage we’ve had to resort to using it heavily.****
>
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> I don’t think it’s a case of which app mimics the workflow desired, it’s
> more a matter of what problem we’re trying to solve as artists producing
> content for a game development effort.****
>
> ** **
>
> What is deceiving is seeing a texture operator buried under a sample
> cluster, but it being affected by operations in the main construction
> history without a visual to inform users there is an existing relationship
> between the two.  Users only look in the sample clusters when needing to
> get information such as the _Def property to animate the projection – which
> is not very often.  When clicking “Freeze” or “Freeze M”, it doesn’t
> register in the user’s mind the texture operator(s) will be affected.  You
> also cannot expect an ordinary user to hover the mouse over the operator to
> get information.  That is more of a TD thing when developing a new tool or
> workflow and would be used in building test cases, prototypes, or
> diagnosing bugs reported by artists.  A niche case.****
>
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>
> The construction history needs a concept of selective freezing as opposed
> to muting or disabling from a given location upwards.  Groups of operators
> need to be able to be merged or rearranged independently, possibly even
> flagged to be immune from freezing so only surrounding operators are
> frozen.  Yes, there are dependencies in some cases such as with deleting
> subcomponents, but a workflow needs to be devised to better inform and work
> with the user’s desires to edit topology.****
>
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>
> The most common reasons for freezing construction history are:****
>
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>
> 1) History gets too large causing performance slowdown and instability.***
> *
>
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> 2) Content is in a finished state and needs to be published for use in
> other scenes by other users.  Example, a prop or tree which serves in a
> larger environment, possibly referenced in multiple locations (eg. Hundreds
> of times).  Any construction history that requires evaluation only bogs
> down the entire scene N fold.****
>
> ** **
>
> One problem with the freeze mechanism is it’s not granular enough.  Many a
> time an artist will accumulate hundreds or thousands of operators on the
> construction history while modeling, but can’t afford to freeze the entire
> stack because he many need to retain a specific subset which is providing a
> certain workflow enhancement specific to the asset.  The subset that needs
> to be retained will be buried in the middle of the construction history and
> cannot be isolated without significant work on behalf of the user, or
> cannot be isolated due to technical limitations of Softimage’s
> architecture.  Certainly been a gripe of mine dating back to v1.0.  This is
> exactly the problem with texture operators.  They live in the middle of the
> modeling construction history which forces the user to plan every edit
> ahead of time because as soon as they freeze even once, they’ve lost most
> of their texturing workflow such as the preserve UVs, or ability to unfold,
> or ability to use regularize and other needed features which are accepted
> as standards in other applications and can be applied in any order.  I
> agree texturing should be the last step in the process, but game
> development is a heavily iterative process.  It’s extremely rare for an
> asset to not get kicked back for revisions, usually tens or hundreds of
> times due to art direction or game design modifications.  Sometimes even
> for performance reasons as it may tax the game engine too much by invoking
> too many batches or pull too many textures flooding TRAM.  Therefore it’s
> not possible to do all modeling first, then texturing last.  ****
>
> ** **
>
> The tools need to recognize that fact first and foremost.  If they don’t,
> then it doesn’t matter what fancy algorithms are used to unfold or do other
> fancy stuff because the amount of roadblocks of the basic workflow will
> outweigh the benefits provided by the fancy tools.  This is exactly the
> reason why our character modeling team uses Modo instead of Softimage for
> their work.  Modo’s tools aren’t all that fancy, but they work together in
> a nice convenient package.  Softimage hasn’t evolved much in this area in
> at least a decade.****
>
> ** **
>
> ** **
>
> Matt****
>
> ** **
>
> ** **
>
> ** **
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Luc-Eric Rousseau
> *Sent:* Thursday, March 28, 2013 1:49 PM
> *To:* [email protected]
> *Subject:* Re: Softimage 2014****
>
> ** **
>
> which app works the way you think things should work?****
>
> If "Freeze" is deadly in your pipeline, I'm thinking you could register a
> siOnBeginCommand event to trap it and do a different process. You can even
> abort commands, afaik****
>
>
> Le 2013-03-28 15:42, "Matt Lind" <[email protected]> a écrit :
> >
> > No, I did not know this, but even if I did it wouldn’t matter.  You
> cannot expect ordinary users to work like that when handling many assets
> per day.  Many of which they did not start themselves.  Majority of users
> habitually click “freeze” and “Freeze M”.  They don’t even open the
> explorer even after pounding it into their heads they should be looking
> there.
> >
> >
> >
> > This is an area that needs a serious re-think.****
>

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