+1 for Fabric becoming King.

On Tuesday, March 04, 2014 1:43:56 PM, Jonah Friedman wrote:
I think a united Softimage community could be kingmaker. I nominate
Fabric Engine as King.

Here's some facts as I see them: Some of us will continue to use
Softimage for the next few years, others of us will unhappily be
forced to use Maya. The realities of production, studios, and
freelancers will dictate this.

Softimage gave us ICE. ICE has made us smart, because ICE is a ladder.
ICE is a magical place where the slightest bit of linear algebra is
immediately useful. If you can add two vectors together you can make
useful things in ICE. And if you learn a little more, it's a little
more useful. And in so doing, ICE has elevated many us from people who
use 3D applications to people who create our own tools in 3D
applications. Our community is not totally unique in this matter, but
I think our community is remarkable in its knowledge of the core math
of CG. That combined with our formidable production experience,
self-sufficiency, and early-adopter fearlessness is unique. It makes
us mighty.

I think Fabric engine is the way out. That's because Fabric Engine is
also a ladder. For the moment, nothing changes. We may continue to use
Softimage, or we may be forced to use Maya, depending on each of our
circumstance, but the important thing is getting behind Fabric and
trying to get as many of our tools as possible into it. There's no
giant painful leap that's needed, we can start small without breaking
existing workflows. As a bonus, if we open up our tools as much as
possible, this will go exponentially faster. Softimage will remain
frozen in time and Maya will continue to crumble under the weight of
its terrible design, and all the while Fabric Engine will be eating.

Here's how I see this playing out.

 1. First Fabric Engine replaces what we used to do in ICE. There's a
    lot of work to do to make this a reality, but this one seems like
    a no-brainer to me.
 2. The next lowest hanging fruit is rigging. Fabric Engine creations
    eat the deformers used in rigging, and then become the rigs
    themselves.
 3. Once the native rigging in these programs is eaten, Fabric Engine
    also eats animation as a natural progression. The animators must
    go where the rigs are, and will be happiest where the rigs play
    back the fastest.
 4. Lighting and rendering is a tough one, but it won't take very much
    to be better than Maya here. Being competent at scene assembly and
    having a pass system that isn't obviously terrible is enough.
 5. We unceremoniously kick the desiccated husk of Maya into a storm
    drain.

Honestly if we do nothing, I think this might happen anyway. But I
think together can make it go much faster.

 1. Embrace open source and put as many of our tools as we can out there.
 2. Keep making stuff- this is natural for us, as we have, after all,
    all become toolmakers.

No giant painful leap is needed. We liberate ourselves, and empower
developers who have passion and care about the right things.

This is the only road I see that leads somewhere that I actually want
to be.

-Jonah

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