Looking at the removed features I think that they want to sell it just as a modeling/UV/animation baking toolset to work with game engines on mobile ( thats why the 25k polys FBX export limit ), so thats what you get out of the box ( even because rendering is completely removed, not even watermarks like the SI Mod Tool ) I don't know...I mean, 800$, considering other 3d softwares seems a bit too much, considering that nowdays you can create a lot inside a game engine
2013/8/29 Ponthieux, Joseph G. (LARC-E1A)[LITES] <[email protected]> > J You can’t have Maya without MEL. That’s just silly. MEL is the glue > which holds the entire app together. **** > > ** ** > > Does this mean they locked the scripting interface?**** > > ** ** > > ** ** > > --**** > > Joey Ponthieux**** > > LaRC Information Technology Enhanced Services (LITES)**** > > Mymic Technical Services**** > > NASA Langley Research Center**** > > __________________________________________________**** > > Opinions stated here-in are strictly those of the author and do not **** > > represent the opinions of NASA or any other party.**** > > ** ** > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Alan Fregtman > *Sent:* Thursday, August 29, 2013 9:53 AM > *To:* XSI Mailing List > *Subject:* Re: How to read .MEL script in Softimage**** > > ** ** > > Maya without MEL or Python?! LOL! So no third party scripted tools then? * > Great!***** > > ** ** > > I seriously didn't believe you til I saw the comparison page: > http://www.autodesk.com/products/maya-lt/compare**** > > ** ** > > ** ** > > ** ** > > On Thu, Aug 29, 2013 at 7:03 AM, Martin <[email protected]> wrote:**** > > Thanks, but I already saw that in sicommunity. I though it would have been > great news for small companies, but it just doesn't adapt to my work.**** > > ** ** > > I don't do too much mobile, so I would still need Maya to deliver ma / mb > files to my clients, and the lack of mel and SDK doesn't help to customize > my pipeline, so MLT is totally out of my list.**** > > ** ** > > It could work with temporal personal who doesn't mind to work with MayaLT > for a few weeks or months. Maya as it is out of the box, and I haven't met > a single Maya user who doesn't rely in plugins and scripts. Maya out of the > box is getting much better though.**** > > ** ** > > An Essentials or Foundation version would have been better but I don't see > that coming. I'm considering Modo too, but I'll have to stick with > Softimage and Maya at least a few licenses because I need to deliver ma, mb > and scn files, even if that means a huge investment for a small company, > specially with outrageous japanese prices.**** > > ** ** > > btw, MLT is about US$1300 here.**** > > ** ** > > Martin**** > > ** ** > > On Thu, Aug 29, 2013 at 7:23 PM, Nicolas Esposito <[email protected]> > wrote:**** > > @Martin: sounds good!**** > > ** ** > > Well, looks like Autodesk is goin towards the renting options with Maya LT > **** > > ** ** > > http://www.autodesk.com/products/maya-lt/overview**** > > ** ** > > 2013/8/26 Martin <[email protected]>**** > > Well I'm starting my own little business in a couple of months, but until > then I'm working for a small company that only have 3 years in the market. > We don't develope games for ourselves, we create assets and cutscenes for > games, slot machines and other media. That's why we have to use the version > our client uses, or the game SDK supports. Only in pre-rendered works we > have some liberty but we mainly do real time.**** > > ** ** > > What's going on here? well, comparing it to a few years ago, we do more > complex models with almost the same schedule, and almost the same budget :D > **** > > ** ** > > Cheers,**** > > ** ** > > Martin**** > > ** ** > > On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito <[email protected]> > wrote:**** > > Thats a news! Anyway something like "pay for what you export" in my case > would be perfect, but hey, at least if there are some plans for renting > that is a step in the right direction**** > > ** ** > > Martin, are you in game development in Japan? sounds awesome**** > > If you can tell it, which studio you're working for?**** > > I never met someone into game development in Japan, so I'm really curious > to see whats going on there**** > > ** ** > > Cheers**** > > ** ** > > 2013/8/26 Martin <[email protected]>**** > > Thanks Stefan, Great news!**** > > ** ** > > Now I just hope they offer a rent option for old versions ( I don't think > they will ).**** > > ** ** > > We usually never use the latest version in game development here in Japan. > I'm using SI 2011 in my current project that started 1 year ago.**** > > Using a 3 years old version is almost the standard so it kinda obligates > you to use a subscription, if you haven't already purchased a permanent > license 3 years ago.**** > > And paying a Max subscription only to convert my SI data before sending it > to my client is just too expensive.**** > > ** ** > > Damn I hate this system, but let's hope that something better comes with > this "evolution".**** > > ** ** > > Regards,**** > > ** ** > > Martin**** > > ** ** > > ** ** > > On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek <[email protected]> > wrote:**** > > For these cases, it would be great if you could rent Autodesk's packages > like you can with Adobe's. Sometimes I need 3DS Max for a couple of months > but buying a Max license just isn't worth it. > > Martin**** > > ** ** > > You have been heard! > > http://www.studiodaily.com/2013/08/autodesk-may-be-next-to-offer-rental-model/ > > **** > > On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane < > [email protected]> wrote:**** > > Maya doesn't make it easy either thanks to a staggeringly retarded > descriptor of the FCurves. > > We did write such a thing (something to move curves seamlessly and below > the float precision threshold between Soft and Maya), and in the end the > only way to propely re-interpret from or to Maya was a large hash table for > some elements like the handles. The Maya SDK doco and Devkit examples don't > help either since they largely revolve around exporting animation (a plot), > not FCurves, sidestepping entirely the problem of sparse animation with > higher order data. > > In Short: It's not quite trivial, and it's a gigantic pain in the ass that > takes a handful of days, not hours, to write. > > > On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek <[email protected] > >wrote:**** > > Converting a Maya ASCII file (I suppose this is what you refer to as > MEL?) to a softimage scene is very hard to do, there are some concepts in > Maya that don't translate well over to Softimage. For simple animation and > Polygon Meshes it should be a bit easier, I thought about writing a Maya > ASCII reader for Soft, but demand wasn't really high so I never dug deeper. > > Try baking your animations first before exporting the fbx file, and make > sure you have checked the animation export flag in the exporter settings in > the first place. > > > > As far as I saw there is the possiblity to modify the python script in*** > * > > order to be read from Softimage...but programming is not my thing... > I was just looking for animation to transfer over SI ( basically the > scene > is some animated nulls ) > > > 2013/8/25 Alan Fregtman <[email protected]> > > No, there isn't. It'd be a good learning experience to try making one**** > > though. :) > > Do you expect a full 1:1 conversion of MEL to the Softimage SDK? Or just > for animation to transfer over? > > > > On Sun, Aug 25, 2013 at 11:23 AM, Nicolas Esposito <[email protected] > >wrote: > > Hello there,**** > > I'm currently testing a software to expand my pipeline, but the main > problem is that currently it only supports Maya scripts as export ( > MEL ) > I succesfully exported the MEL script from Maya to Softimage and > everything is working properly ( however don't know why in FBX the > animations are not recognized, while with Collada .DAE files > animations are > ok ) but I don't own Maya, so: > Is there any kind of converter for Mel scripts in order to be read from > Softimage? > Something like Mel to Python/FBX or something similar... > > Cheers > > **** > > ** ** > > ** ** > > > --**** > > ------------------------------**--------------- > Stefan Kubicek [email protected] > ------------------------------**---------------**** > > > keyvis digital imagery > Alfred Feierfeilstraße 3 > A-2380 Perchtoldsdorf bei Wien > Phone: +43 (0) 699 12614231 > www.keyvis.at > -- This email and its attachments are -- > -- confidential and for the recipient only -- > > **** > > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are!**** > > ** ** > > > > -- > --------------------------------------------- > Stefan Kubicek [email protected] > --------------------------------------------- > keyvis digital imagery > Alfred Feierfeilstraße 3 > A-2380 Perchtoldsdorf bei Wien > Phone: +43 (0) 699 12614231 > www.keyvis.at > -- This email and its attachments are -- > -- confidential and for the recipient only --**** > > ** ** > > ** ** > > ** ** > > ** ** > > ** ** > > ** ** >

