On Thu, Feb 13, 2014 at 6:16 PM, Matt Lind <[email protected]> wrote: > Allows us to define our own primitives, data structures, and treats those > data structures as first class citizens in the API.
yeah, with only experience with Softimage's SDK one might think that's something special. But it's a common thing to do with Maya. > Not have licensing which ties the content creation product into our released > product, > and is very cost effective for very large teams working across multiple > sites. Can > be set up quickly and easily and is a light install, and not require > engineers to make > usable or explain to artists. In concept, Fabric engine most closely fits > that paradigm sure, Fabric requires no work at all to make it usable for artist.. it's magical. (Does not really answer the questions about your uv editing, retopology, and reduction problems, though) About authoring stuff that would not be obviously better authored directly in the game engine: there are a lot of custom authoring tools out there where the tool is actually the Maya running in library mode. You have no way of knowing this if all you see is a video of it on the web, the maya UI is not there at all, it looks like it was a custom tool written from scratch. Maya in library mode takes no licenses. All of this is simply inconceivable from a Softimage point of view, and it was a factor in getting kicked out of the bigger places. There are other stuff at Autodesk that is moving away from putting everything directly in the DCC when it makes sense. For example, shaderfx is a realtime shader editor that runs also out of Maya. The Bifrost and xgen engines are also separate from Maya.

