I've got the feeling that someone is trying to sell us some Autodesk
products here.
Can I have a special discount if I print this thread and bring it to my
reseller ?

:D


On Thu, Feb 13, 2014 at 8:26 PM, Luc-Eric Rousseau <[email protected]>wrote:

> 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.
>

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