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. >

