+1 .. Indeed very Fair, Balanced & spot-on letter! Kudos!

I would also very much agree with the "last request" points you put forth,
(particularly the multi-threaded scene translations bit, and well.. all of them lol) and I'm sure a few more (not that many) could be added (should be as short as possible).

And while that may be very reasonable in all accounts,
I would also add that a majority of these things would surely be the very first areas that would be addressed by 3rd party devs, if the concerned sections were made accessible.

Meaning that your suggested 4 years could very well be made to be considerably shorter, as the work involved in "Opening up" the SDK, is "but" (relatively speaking) a task of making accessible,
and consequently equally reduces the implications of the request(s).

While perhaps there may be some exceptions to that,
the mentionned multi-threaded scene translations could be one of those (I dont know)

But the following from Eugene I think is a fine request example of what part could be made acessible

   *On 03/11/14 5:43, Eugen Sares wrote:*

   The operator SDK has the limitation of not allowing to write to
   clusters/cluster properties.

   Therefore it's not possible to write custom operators that are as
   far reaching / have the same capabilities as the factory ones.

   This limit surfaces when you try to write topology changing operators.

   (ICE, btw., is not a replacement for writing classic operators,
   because it is 'wrapped' in an operator itself.)

   There's more, but this is surely one major restriction.


So perhaps that list could be split in -- SDK Access & actual Final Feature Request.

My 2c Thx!


On 03/11/14 10:52, Greg Punchatz wrote:
Chris V..

For me it would be different than some other folks, but these are the things that would ease my transition.

1. Ptex support
2. Udim support
3.Remove the current HQ viewport and port the max or maya version if possible.
4. More robust cluster support..from API to render passes.
5.Multi threaded scene IO to tessellate scenes for render engines.
6. full bone support in FBX... we will need to move things one day and this would make a huge difference... or maybe even add a Maya Ik solver for soft so we can share data better....

Those are my tops... I would love to hear other peoples take what core issues that could enable 3rd party folk to do more with the software.

My fave dev folks are
Mootz
Pooby
excortex
Solid Angle
Redshift

Ask these guys what they need to keep XSI fresh for a few years to come.

Thanks for listening...



On Tue, Mar 11, 2014 at 9:29 AM, <[email protected] <mailto:[email protected]>> wrote:

    *From:* Alastair Hearsum <mailto:[email protected]>
    *Sent:* Tuesday, March 11, 2014 1:24 PM
    *To:* [email protected]
    <mailto:[email protected]>
    *Subject:* Re: A more graceful retirement - my counter offer
    > Hi Peter
    > Very well put. Absolutely spot on. ...
    Thanks Alastair,


    > I would personally like a longer period of transition.
    > Alastair
    And somewhere appealing to migrate to I'm sure.
    Having added Maya to your pipe in the past and moving away from it
    again, and being forcefully led there now.
    Not a pleasant situation -- and not helpful running your business.




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