Cool.

You´re already there.

I guess the reason why the general plattform is less easy to sell
than the modules is that it needs a bit more abstraction to see
the benefit of investing into it in comparison to a module that
either already does solve a specific problem or seems like a good
basis to start modifications off from.

It requires a lot of faith to start from scratch.

Maybe it feels more comfortable to blunder along some more predefined
lines for the first steps instead of blindly jumping into the bandwaggon?

I´m a bit sad you don´t give away Dunce Caps, thought.

Seriously.

Cheers,

tim









On 22.06.2013 16:45, Paul Doyle wrote:
Hi Tim - thanks for the lengthy response. I think you've missed a few things:

- the Dunce Cap was a joke about Raff's comment re: our messaging makes it 
sound like TDs are dumb: http://en.wikipedia.org/wiki/Dunce_cap - it wasn't a 
promo.
- Fabric Engine is the name of the company, it is not a product
- Creation Platform is a _platform_ - it is not another DCC application, it is 
not a turnkey solution. It is a tool for building tools. It is a product for 
technical people to make
it easier for them to build better tools for production.
- Have you looked at our Creation Modules (Stage and 
Horde)?http://fabricengine.com/creation-modules/?preview=true&preview_id=3847&preview_nonce=ac8d70f550
 - Stage is a scene
assembly tool which does everything you mention and a ton more.

This is the first statement on our website: "Creation is a powerful framework 
that reduces the cost, risk and time required to build custom production tools. 
Creation can handle a
wide range of needs, from image and video processing through to 3D animation 
and lighting. Creation Modules provide targeted solutions for complex areas 
such as crowd simulation,
procedural locomotion and scene assembly."

Having spent the best part of 20 years selling (and then product managing) 
software (Alienbrain, Avid, Softimage, Autodesk, Fabric) I have a good sense of 
what the buying process
looks like. With technical products there are always two tracks - the technical 
sell and the business rationale. If you start at the decision maker level, it 
just gets kicked to
the technical team (who have a veto on buying tools). Successful sales come 
about because the technical team are convinced it's the right solution, and 
they build the business case
themselves. Vendors can help them to do this to a point, but successful deals 
always happen because the tech team have bought into it first and sold it to 
management.

Splice and the modules are a lot easier to sell than the general platform - 
it's just very hard to describe what it can do, because it can do so much. My 
expectation/hope is that
Splice will help us better frame the story - we shall see :)

Thanks again for taking the time to comment,

Paul




On 22 June 2013 00:50, Tim Leydecker <[email protected] 
<mailto:[email protected]>> wrote:

    Paul,

    one more thing (in disruptive Columbo style).


     > We are giving free dunce caps with every purchase

    Incentive caps are nice but what exactly is the immediate
    benefit of buying a FabricEngine license and your POS (Point of Sale)?

    Don´t get me wrong. I really like the honest approach you sport her,
    not only when sharing your frustration about having created a very open,
    flexible framework that can also provide interoperability and data transfer
    between major content creation application and is readily accessible to a 
large
    userbase fluent in Python but also having even researched more and listened 
to
    feedback by going to all the places and talking to all the guys tasked with
    solving exactly the problems you could really help with very, very well.

    Unfortunately, most of these guys don´t have final purchase decision.

    That was a long sentence and a pretty tough pill.

    In short.

    How about a bell that rings with management?

    What can FabricEngine do now, out of the box?

    Is it convenient to use?

    Is it a turn-key option to swap a dataset with 
Maya/Houdini/XSI/3dsMax/__Cinema?


    Here´s my personal feedback (you need feedback, to see how your potential 
clients see you).

    I like the demos you regularly come up with, Treebuilding, Muscledeformer, 
Crowds.
    I can remember them. I can remember you have a viewport that can display 3D 
data.

    Would it be an easy to fill niche for you guys to set up an *alembic* scene 
builder,
    where you can collect assets, check in an additional assets like that *.fbx 
that came
    just in, read/write out asset collections, maybe even write out container 
formats like
    *.ass/OpenVDB or mix and repackage them?

    You see where I´m heading?

    I´m stripping your framework down to a fileviewer than can batchprocess,
    actually, it´s a full blown data editor. It´s a easy to use framework, too.

    That would be one of the many possible POS.

    Regardless if you use the new UnrealEngine(*.fbx), Arnold(*.ass) or 
Houdini(*.OpenVDB)
    or FumeFx for Maya and 3dsMax. It even supports Softimage ICE.

    That would be the out of the box turn-key benefit.


    And that´s it for tonight. No patronizing intended.
    I just think you deserve your chance to sell your idea.

    Cheers,

    tim













    On 22.06.2013 03:41, Paul Doyle wrote:

        We are giving free dunce caps with every purchase

        Sent from my iPad

        On 2013-06-21, at 9:32 PM, Raffaele Fragapane <[email protected] 
<mailto:[email protected]> <mailto:raffsxsilist@__googlemail.com
        <mailto:[email protected]>>> wrote:

            That's why I chose to say it's my gripe with it, and not a level 
criticism that you should take to heart in any way if you want to sell a single 
license ;)
            You have reason to be happy when the worst thing I can bring up 
about the platform is a personal bias in hearing the videos :p


            On Sat, Jun 22, 2013 at 9:58 AM, Paul Doyle <[email protected] 
<mailto:[email protected]> <mailto:[email protected] 
<mailto:[email protected]>>__> wrote:



                 On 21 June 2013 18:33, Raffaele Fragapane <[email protected] 
<mailto:[email protected]> <mailto:raffsxsilist@__googlemail.com
            <mailto:[email protected]>>> wrote:

                     If anything my only gripe with fabric right now is that 
they keep referring to TDs as the slow children of RnD, as if being a TD means 
you can cobble together
            a script as
                     long as you can chain run it to debug, but God forbid 
you'd be able to run a compiler :p


                 There's a big difference between a trained software engineer 
that can write multithreaded C++ and the standard TD (that I see most 
consistently across studios)
            that can write
                 a bit of C++ but is most comfortable with Python/MEL etc. 
Finding a domain expert in software engineering that's also a domain expert in 
VFX is quite challenging -
            most TDs
                 do not fit this description. What we see is a lot of people 
that know exactly what they want to achieve, but don't have the time, 
inclination or skillset to write
            it in C++.
                 That might not fit your definition of a TD, but outside of 
large studios I don't meet many TDs that are C++ programmers - they 
self-identify as such.

                 You're correct in saying that the actual value of KL is in the 
various multi-threading paradigms (and the ease of access to them). However, 
having spent the first
            18 months
                 of our existence trying to market a language and a multithreading 
engine, we realised that nobody cares :) Instead we simplified the technical message 
to "KL is a
            high-level
                 language like Python, these are normally slow but KL is as 
fast as highly optimized C++. This means people that are comfortable with 
high-level languages can now
            write high
                 performance code".

                 In reality, nobody cares about that much either. What people want to 
know is "so what can I do that I couldn't do before?". So it might end up being 
a bit
            simplistic or
                 patronizing to people that understand the technology, but the 
intent is to try and make it easy to understand why what we're doing is 
valuable. Marketing a platform to
                 everyone is difficult - if we make it so technical people are 
satisfied from the outset, then we lose everyone else. Now we're showing actual 
solutions, it becomes
            more
                 interesting to understand 'how?' - so we might have to adapt a 
bit. You'll be pleased to know we're working with a PR agency who want to 
rewrite all of our copy :)

                 The last thing I'll say is that the dynamic compilation is as 
important as the multi-threading - speed of development, ease of deployment, 
portability of code and
            outright
                 performance. We used to message heavily around this and it 
didn't get us very far.




            --
            Our users will know fear and cower before our software! Ship it! 
Ship it and let them flee like the dogs they are!


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