Considering someone took the time to make a block breaker in ICE, i don't
know if we get to laugh that hard :P


On 14 February 2014 05:09, Guillaume Laforge <[email protected]
> wrote:

> LOL
>
> Cinema4D + Asteroid sounds so Amiga (the first platform of this 3D app).
>
>
> On Thu, Feb 13, 2014 at 10:42 PM, Sebastien Sterling <
> [email protected]> wrote:
>
>> 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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