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 --****
>
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