i wonder how it gets decided what is going to get put in,to a version, i
mean i'm sure they try and balance progress so as not to let any of the
main 3 SI-MAYA-3ds get ahead of one another, even max got a crowed sim,
this time round. keeping everything in a state of perpetual stagnation,
sigh.


On 2 April 2013 20:32, Eric Cosky <e...@cosky.com> wrote:

> I have to chime in and say that I wish someone in a position of authority
> over Softimage would pay attention to what Matt Lind has been saying and
> take care of some if not all the things he has been pointing out. I agree
> with almost everything he has said, both in this thread and the many he has
> written in the past regarding the shortcomings of Softimage specifically in
> relation to game dev work and real time shaders.****
>
> ** **
>
> I don’t like to complain but this morning I just sent another check off
> for another year’s subscription only half heartedly because yet another
> year has gone by without proper DirectX shader support which is the main
> feature that convinced me to get into Softimage in the first place. At the
> time, nobody else seemed to be moving in that direction and Softimage’s
> approach seemed very promising. I discovered early on that it wasn’t
> working well, but I trusted that  it would be fixed soon if I kept
> submitting bug reports because SI had been promoted as an excellent
> solution for creating game assets targeting DirectX. In fact, of the “big
> three” Softimage was arguably promoted as the ideal one for game dev.
> Several years later, I still can’t use DirectX shaders as part of the
> Softimage workflow (and I have yet to hear of anyone who has). I won’t
> reiterate the many specific problems that have been pointed out before
> regarding Softimage’s problems with DirectX shaders, I’d rather just refer
> you to Matt’s numerous detailed posts on the subject in this mailing list
> and what I expect is a sizable list of reported bugs filed with AD. I
> continue to be disappointed that feature as significant as DX support has
> such a low priority for defect fixes and enhancements.  ****
>
> ** **
>
> So why did I bother resubbing despite the ongoing disappointment with the
> main feature I got into Softimage for? It’s not for the new features, which
> are pretty cool but I don’t expect to use anytime soon. One big reason is
> that our pipeline is pretty dependent on Softimage at this point, but that
> can change – we don’t have the years of assets built up for a large single
> project that other people have to deal with. The main reason for sticking
> around is that the 2014 bug fix list was pretty good, best ever perhaps. I
> see this as a sign the team might be able to actually address more of the
> years-old issues with the blessings of management (which would be great).
>  That being said, I wish I had time to re-evaluate the other tools out
> there to convince myself that Softimage is still the best choice for game
> dev; there’s been some pretty amazing videos lately coming out of other
> tools and at some point I’ll have to take a closer look if Softimage isn’t
> able to step it up. Not that I want to, I know the grass isn’t always
> greener and disregarding the fact I have years invested in Softimage I just
> plain like the tool and the community around it, and want them both to
> stick around and do well. ****
>
> ** **
>
> If the team is able to spend their time fixing more bugs, solve some of
> the RTShader/gamedev issues and improve the UV/Modeling toolset I think I’d
> be a pretty happy camper. I have mixed feelings right now but I remain
> hopeful there will be progress in the coming year.****
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Marc Brinkley
> *Sent:* Tuesday, April 02, 2013 9:18 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Softimage 2014****
>
> ** **
>
> Also agree on these.****
>
>  ****
>
> One of my long time SI artists even jumped ship to Modo for modeling and
> texturing work.****
>
>  ****
>
> Modernization of the existing tool sets like Matt is pointing out is
> really needed. UV editing being a big one along with modelling\topologizing
> tools and bone tools. ****
>
>  ****
>
>
> _______________________________________________________________________________
> ****
>
> *Marc Brinkley*****
>
> GO GO GO****
>
> Microsoft Studios****
>
> [Fun]ction Studio****
>
> marc.brinkley [at] microsoft.com****
>
>  ****
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>]
> *On Behalf Of *Szabolcs Matefy
> *Sent:* Monday, April 1, 2013 11:54 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Softimage 2014****
>
>  ****
>
> I’m with Matt in these.****
>
>  ****
>
> I’ve asked for few features in Unfold, for example, I do not want UV
> Islands rescaled with each pack, because in games, I have to decide what
> areas have more pixel density, and it’s always overwritten by packing. UV
> editor needs a lot more love. I love the UV Lattice in Maya (if I remember
> correctly), love the move and sew tool (which I wrote in Softimage, but due
> to a Softimage bug sometimes it doesn’t align UV shells correctly), I would
> love to see symmetry in UV, and asked for fixing the proportional issue,
> when the proportional transforms affects the unconnected islands too…****
>
>  ****
>
> I do not know modo well, time by time I give it a try, and with my 4 years
> of hardcore LW background, I found it a bit clumsy however it has a great
> potential. Maybe I should do a complete project with it, but demo time is
> not enough, and to purchase it just for a test, it’s not a good idea as
> well. I like it, but I always find something very irritating that prevents
> me to use it. However this new release looks really promising.****
>
>  ****
>
> I hope that the beta is going on, and there will be more and more service
> packs for SI to fix all the issues. I’m sure that developers will listen.*
> ***
>
>  ****
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>]
> *On Behalf Of *Matt Lind
> *Sent:* Friday, March 29, 2013 8:51 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Softimage 2014****
>
>  ****
>
> The issue isn’t about whether history is available or not.  It’s about
> whether the functions we need to use are usable at all times and in all
> contexts.  Softimage texture workflow only works in specific contexts.
> That is the issue.  Softimage has a construction history which is useful
> for some operations such as enveloping or putting modeling operations in
> the animation construction marker, but those same workflows can also cause
> problems as it does with texture operations in conjunction with modeling.*
> ***
>
>  ****
>
> As for specific examples in Modo’s favor:****
>
>  ****
>
> 1) UV unfolding and pinning I’ve been screaming about the past few years.
> Softimage botched that one.  Modo’s pins allow the rest of the unpinned
> texture space to ‘solve’ in the unfolding process.  It’s also interactive.
>  I specifically pointed out Modo in the feature requests I submitted, but
> whoever implemented the pinning feature obviously didn’t read the notes.
> ****
>
>  ****
>
> Modo’s tools can be applied at any time and in any order.  Softimage’s
> cannot.  That alone is HUGE.  Softimage lacks basic tools such as splitting
> and merging UVs along selected boundaries, aligning islands, and other
> expected tools for working with pelts and texture spaces in general.
> Softimage has the low level features such as tearing mode, but you have to
> work really hard to select the parts of the texture space to rip apart and
> isolate as desired.  Artists often think in terms of polygon boundaries and
> tearing along boundaries between body parts such as separating the hands
> from the arms, or inserting a cut line along the sides of fingers so they
> splay nicely for unfolding and painting.  Pinning and movable pins is a big
> part of this workflow.  It can be done in Softimage, but it takes
> significantly more effort – especially with the botched implementation of
> pinning and rigid black box method of unfold’s implementation.  Tools work
> nicely together in Modo.  The capabilities are there in Softimage, but
> tools don’t play together as they should, and many expected tools are not
> implemented correctly or exposed to the end user.****
>
>  ****
>
>  ****
>
> 2) Symmetrical modeling such as wrists.****
>
>  ****
>
> It’s often necessary to resize or reshape local areas of the character per
> art direction.  In the case of wrists, sometimes they are too fat or too
> skinny, need to be lengthened or shortened, etc.  This is a difficult task
> in Softimage as the symmetry transforms only work on points.  Since
> Softimage computes reference frames on point selections and doesn’t give
> the artist much input in orienting reference frames, it’s a bit of teeth
> pulling experience to make these simple adjustments as local axes don’t
> necessarily align along the limb’s length and perpendicular to the width as
> desired.  Even if the reference frames (centers) are aligned, Softimage
> doesn’t interpret the rotations properly across the axis of symmetry
> preferring to handle the case in object or global space instead of COG or
> local.  I have reported this issue more than once.****
>
>  ****
>
> Softimage scaling defaults to prevent shearing by scaling on the local
> axes.  Sometimes modelers need the global axis, but as you can clearly see
> on the MCP, global is not an option for scaling.****
>
>  ****
>
> 3) Another example is locking subcomponents in the topology to prevent
> accidental editing.  This is critical for working with objects that have to
> join seamlessly with other objects.  Artists can lock the points (and
> normal, and UVs) on the boundary edge so they are not accidentally moved
> but still allow them to model with reckless abandon on the interior of the
> object to be quick and efficient.  ****
>
>  ****
>
> Specific example – faces for bodies.  Our characters have customizable
> faces which are plug and play like a Mr. Potato Head doll.  If the customer
> wants the skinny face, then the skinny face is plugged into the body.  If
> the customer wants the fat face, then the fat face is plugged into the
> body.  For this system to work, all the available faces must have the same
> contours so they plug into the head seamlessly without cracks.  When our
> library consists of 500+ faces and only one person to do that work, the
> artist needs the comfort of being able to work quickly without fear of
> destroying the asset or making it incompatible with other assets (body) it
> needs to work with.  For faces it means locking the contours so they cannot
> be edited.  Modo provides this functionality.  Softimage does not.
> Softimage locks the entire topology of none of the topology.  Even if
> custom operators are written to do the job, they are prone to be removed
> the next time the artist clicks ‘freeze’ or ‘freeze M’.  We’ve had this
> very discussion already.****
>
>  ****
>
>  ****
>
> I have already submitted and described the above items in beta cycles and
> we had discussions about them.  I’m really starting to wonder if it was a
> waste of time.****
>
>  ****
>
> I’m not a Modo user, but our character artists repeatedly come to me for
> basic things Softimage should handle, but doesn’t.  They want to use
> Softimage as it would reduce the number of hoops they have to jump through
> to get content into our game, but these frustrations add up over the course
> of the day.  There are parts of Modo they hate, but the composite score is
> in favor of Modo vs. Softimage for primary responsibilities.****
>
>  ****
>
>  ****
>
> Matt****
>
>  ****
>
>  ****
>
>  ****
>
>  ****
>
>  ****
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>]
> *On Behalf Of *Luc-Eric Rousseau
> *Sent:* Friday, March 29, 2013 12:06 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Softimage 2014****
>
>  ****
>
> 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" <ml...@carbinestudios.com> 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.****
>
>  ****
>
> 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.****
>
>  ****
>
> 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.****
>
>  ****
>
> The most common reasons for freezing construction history are:****
>
>  ****
>
> 1) History gets too large causing performance slowdown and instability.***
> *
>
>  ****
>
> 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:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau
> *Sent:* Thursday, March 28, 2013 1:49 PM
> *To:* softimage@listproc.autodesk.com
> *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" <ml...@carbinestudios.com> 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.****
>

Reply via email to