You can do it in cinema4D ! with the asteroid belt deformer, its right next
to the popcorn deformer and the flap your arms like a bird deformer !


On 14 February 2014 03:49, Guillaume Laforge <[email protected]
> wrote:

> 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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