Btw, would love to see how to build such asteroid belt in Modo ;)

On Thu, Feb 13, 2014 at 9:47 PM, Matt Lind <[email protected]> wrote:

> Below:
>
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Luc-Eric Rousseau
> Sent: Thursday, February 13, 2014 5:26 PM
> To: [email protected]
> Subject: Re: Survey - how would you do this?
>
> 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.
>
> [Matt]
> I was paraphrasing a comment made by one of our engineers.  Although I
> have run into the issue myself more than once.
>
>
> >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)
>
> [Matt]
> Never claimed it did.  Only said it's closer in paradigm to what we need,
> and it still needs to mature for us to give it a serious look.  What it
> does offer is the ability to take control of the situation and develop what
> we need without re-inventing the wheel from scratch every time.
>
>
>
> >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.
>
> [Matt]
> The point of editing in the game engine is changes to the engine are
> immediately available to the artist creating content.  What they see is
> what they get, and with real time feedback.  A large portion of any
> artists' day is spent waiting for files to export from the DCC and collate
> into the engine.  In some cases many minutes per export/collate. That is
> not iteration friendly and problematic for engineers as they have another
> set of code to maintain and keep in sync.   Having a Maya backend in
> library mode doesn't solve this problem.
>
> One problem we continually face is the ability to see an asset in the
> context of the game with proper lighting, fx, and other game specific data
> in the authoring stages.  An artist needs to see how a reflective surface
> will look in a particular zone of a world.  You cannot easily replicate
> that in a commercial DCC.  Likewise, it's not simple to recreate the DCC's
> editing power for creating raw assets.  The process of moving towards the
> engine has to start somewhere.  Right now many games have level editors,
> texture paging editors, and so on.  Those tools need to come together and
> start incorporating raw 3D data into the mix where it can be more easily
> edited.  That's the next generation of tools. Most engines already define
> how animation works and exposing transform manipulators and FCurve editors
> wouldn't be too much of a stretch beyond what's already in the system (in
> comparison to doing the same for modeling, texturing, etc...).  The DCC
> shouldn't be dismissed, but the commercial vendors have to stop working
> like a cable company and forcing customers to choose off their menus to get
> any signal at all.
>
> >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.
>
> [Matt]
> Does not apply to our situation.  Make sense for small to mid sized
> studios that work with commercial engines where they're limited in what
> they can modify.  Commercial tools tend to develop towards a spec, and is
> only useful for consumers of the spec.  Once you move out of the spec, the
> tool is less useful because it cannot always accommodate.  We built our
> engine from scratch and in some cases don't follow the same standards as
> the rest of the industry because we needed to do certain things more
> efficiently whether it be how we pack data or crunch the numbers.
>
>
>
> Matt
>
>

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