"Call me whatever you want (sticks and stones.....etc) I fail to see what is grande about Fabric Engine !"
I think Chris that regardless off your doubts concerning the uses of Fabric engine, surely even you can appreciate that they are taking the time to develop this for softimage, i can't imagine this is easier then integrating it into maya, In an age where there is almost no 3rd party plug-ins for soft, why can't people understand that this is a good thing, we need more hi quality third party releases for softimage, not just pieces of ICE, these are what makes a package live. If you look at Maya's development, the current trend for autodesk seems to be buying up third party ware and offering it as a new feature, as much as this practice is questionable... it makes sense, integrating adroit solutions you didn't have to pay to develop that have already found a proofing ground among a vast number of users, Maybe in the future autodesk will sees developing for max/maya/xsi opting for a light maintenance and deebuging, and promoting a "third party App system" where people can sell there plugins/addons. Hopefully such a shift in business models would be accompanied with a full unchaining of the SDK allowing more access to devs. But that is neither here nor there, Personally I find what Paul, Helge and the other FE people to be doing to be quite exemplary, it demonstrates a profound appreciation and commitment to Softimage, in an age where they could probably just develop for maya and call it a day. it's really a choice of sticking with your principles over doing what is easy. You ask why ? well (and this is speculation) but I'd say, it offers licence, a framework to expand and grow what is currently denied or hindered by the SDK and AD policies. A new canvas for devs, you see its not their software its our software we the user brought it to where it is, and maybe... don't you think its about time we took back our software ? (beg forgiveness for such a late response) On 24 June 2013 15:23, Matt Morris <[email protected]> wrote: > Can see that's going to get people's attention. Seriously impressive > stuff! Look forward to seeing it working with soft too. > > Would love to see a fight off, basic rig and splice rig framerates :) > > > On 24 June 2013 13:34, Paul Doyle <[email protected]> wrote: > >> Hi guys – we’re pretty stoked to tell you that we have branch-based >> multi-threading working in the Maya graph. Our expectation is that we will >> also be able to do this in Softimage, so we're pretty excited - we have to >> get through Siggraph before we can start on it, but it should only be a >> week or two of work. >> >> https://vimeo.com/69000004 >> >> “This video demonstrates a feature of our Creation Core technology: >> performing multi-threading across branches of graphs. Creation: Splice can >> use this technology inside of Maya and perform multi-threading across >> branches in the Maya dependency graph. This is extremely useful when the >> computation per node is rather small, like in a character rig. Parts of the >> rig can be computed in parallel using this approach, and the overall >> performance of the graph is improved.” >> >> Very cool to see this working (in my unbiased opinion). >> >> Paul >> >> >> On 22 June 2013 16:14, Paul Doyle <[email protected]> wrote: >> >>> >>> On 22 June 2013 15:08, Tim Leydecker <[email protected]> wrote: >>> >>>> 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. >>>> >>> >>> Agreed - the problem with a platform is you have to search for >>> problems/justifications to start using it. What we found was the complexity >>> of getting started was a bit much for people that initially take a look in >>> their spare time - it's rare to get a studio that allocates time to >>> investigating new technology, and when they do, you really need to get them >>> somewhere valuable quickly. The challenge we had was that the investment >>> required to get somewhere useful with Creation kind of meant that the value >>> of the solutions had to be much more than just a simple tool, which meant >>> more time was required, etc etc ad infinitum >>> >>> Our aim with Splice is to get people to see immediate value with our >>> core - then they can either continue to exploit it within their existing >>> tools, or they can move to Creation Platform and start building more >>> complete applications. I think R&D teams are more likely to get sign off on >>> something like this if they have already demonstrated the core performance >>> capability elsewhere. It also helps establish trust in the company with >>> relatively low risk - "let's try and write a KL deformer in Maya and see >>> what we think" is a lot less involved than "let's implement our custom data >>> type in their real time renderer". >>> >>> There are a few companies that immediately 'got' Creation Platform - >>> generally because we either knew them well already, or they had a similar >>> design philosophy with their existing tools. The cool thing is they are >>> starting to push on Creation in interesting ways, so I'm looking forward to >>> some case studies from them later this year. It's pretty awesome to see >>> people building things we didn't even think of yet! >>> >>> If things continue to go well I promise to give Fabric dunce caps to >>> those that want them :) >>> >>> >>> >> > > > -- > www.matinai.com >

