I think that's pretty cool !

And not necessarily all that ambitious. (1 effect / character each)
and as suggested it could be the beginning and the end of the "Life after XSI doc" peice.

So How about this...


*For the Intro.. * (almost as proposed)

Characters could all start coming out of XSI interfaces
on studio desks (shot), and out of buildings,
(can be any cool looking or lofty buildings, or known studios..),

A couple of Toony toons, maybe 1 (or 2) realistic creatures,
perhaps "strandy" swarms, or traily smoke / fire orbs,
moving across and around various landscapes,
and/or typically identifyable city blocks
if not 1 (or 2) landmarks,
(I personally have a navigable camera projected realistic NY cityscape )

(CUT)

________________________
 (Doc Part)

I (or someone) could write-up the main points that have been agreed to be fair on the list,
perhaps starting with some history...

(Rough Outline)

 - - - - - - - - - - - -
*XSI/Maya History*

   * - SI3D (then standard) & Alias ...   Both working on Next Gen
     Products,

   * - Maya released first in '98 with good animation tools and new
     paradigms,

   * - XSI v1 came in 2000
          (introduced in an already saturated market with a first
     version barely usable,
           while Maya was on good ground)


Then XSI picked up, and arguably surpassed Maya on many fronts by v2
with advanced functionality of

   * Passes,
   * very fast / versatile sub'd & excellent modeling tools,
   * very flexible  ( multi-windows of any view + Multi-Editing )
     & pleasing interface ( maya looked like win95 ),
   * Reliable MentalRay renderer ( vs Maya Software Render ),
   * and unmatched stable & easy yet powerful non-destructive workflow.

*Maya Pros;*

   * Very open platform,
   * very customisable for large(er) studios,
   * advantages of wide usage,
   * and agressive marketing with big-movie magazine spreads.
     (What am I missing?)

*other XSI innovations;*

   *v4*  FXTree with (v5) procedural effect tree texture processing

   *v6 *  Gator  "Almost magic" attribute transfer

   *v7*  ICE Nodal effect trees of abstract tools
          for particle & model effects & Visual Programming

   *   Despite many advantages of XSI over time,  never surpassed ~20%
     share.

   *   Maya has, from it's 1st release, become a widely-used standard
          while virtually *all* studios that DID adopt XSI,
          consistently saw what it was all about, & never looked back.

   *   While XSI /still/ had relative success with a flourising &
     prominent presence.


__________________
*Autodesk Aquires XSI* (arguably the beginning of the end,
out of the following, if anyone can point-out some more positive notable events, that would be great)

   - Marc Petit & Marc Stevens initial interview
   talking about "Collaboration" and "Partnership",
   answering questions about product "overlap"

   *    clip; *Marc Petit pointing out how technology & developpers
   could be "shared"
                      (nervously said while "gulp-ing")

   *- Press Release quotes ;; * "Autodesk will be a good home for
   Softimage "

   *-* Widely held initial belief that absorption was to reduce or
   eliminate competition,
   based on the fact that there was already ownership of several
   market-standard solutions
   for acheiving similar ends.

   - Wiping of the former 40,000 post forum,
            (replaced with a Quite decent (yet new) Area SI Forum),
       with all links to the former forum pointing to a generic page
   full of anything but XSI
   & generic page being second from the top of search results
        just under the unnofficial www.SI-Community.com

- - -
*2011 *(to date)

   - Virtual complete absence in media channels,

   - No SI suites, while other Suite Bundles included no-extra-charge
   Softimage licences

   - New version press release portraying XSI as ICE Centric app (or
   accessory)

       Perhaps understandably favoring more popular apps,
         yet *near-complete* marketing abscence .. was not as easily
       understandable.

- - -
*2012 *

   * *XSIBase Demise *(non-ADSK related)

   * *Unannounced  Core Dev re-purposing *
     & transfer of all SI related dev to new much smaller crew in
     Singapore .
        (finally discovered by leaked tweets)

   Perhaps understandable employee redistribution in favor of market
   standard solution..
   yet -*complete*- employee repurposing including well-known
   "SI-Mascot" Chinny,
   .. was not as easily understandable.

   - Public denials of any intents to discontinue products.

- Relative Scarcity of new features,
       With some of the those features actually being very good from
       the new Singapore crew..
       with many, some even quite long standing and deep, bug fixes.

- - -
*2013* (nervously claimed) Bright Future claims by Daniel (Tolido?) for the 2014 release

- - -
*2014 *
*Softimage EOL!* with a 2 year limit on usage for those chosing to continue upgrade plans,
and 3 week limit on new customer sales.
with no possibility to scale (get new licences) beyond 2016 for existing customers.

*Next day partial reversal *
- allowing *perpetual* use for existing customers while remaining on upgrade plans
- thus allowing to open, and use previously created scenes & assets,
and continue to use XSI in productions indefinately (reasonablly good considering the circustances) - with possibility to scale (get new licences) for existing customers but not beyond 2016
( what actually changed on that point? )


__________________________*
Advantages of XSI to this day.. and beyond.. *

*Extremely Streamlined workflow ;; *

   * - Proven almost 2x faster production time on many if not most
     regular every-day tasks
         o with very-high  end-result success rate for more complex
           setups and processes,
         o without need for custom scripts/tools, or specialzed plugins.

   * Age-old unsurpassed Passes Paradigm
   * Age-old unsurpassed very fast (~2x) & versatile Sub-d's (not just
     for previews)
   * Age-old unsurpassed Shapes System


*Stable & Non destuctive ;;*

   * Mixing/matching ICE and native deformers and effects in complex scenes
   * Changing whatever, when changes need to be made
     (generally, or when repurposing,
         or when clients decide to turn on dimes at the last moment..
     as usual)


*Default simplicity and complexity on demand / Overall Straghtforwardness*

   * Moving back and forth between Explorer trees, Render trees and ICE
     trees,
     easily drilling down in complexity,
     replacing entire sections with others
     without (or with little) breakage or too much readjustments

__________________
*Maya advantages*

   * Widely used Standard (job/employee availability),

   * Relatively swift response with relatively large amount of objects
     and large polygon count

   * Nice quirks (some *very* nice);
       - easy high-performance cloth & other dynamics (including native
     fluids),
       - advanced and efficient high-quality viewports (2.0) with DX11
     support (and beyond)
       - Good potential for new technologies in the future, including
     an eminent form of ICE equivalency,
     (perhaps offsetting the burden of dependancy on scripts to a
     certain extent.)

   * *... (am I missing something?)*


________
Despite many definite advantages..  users that work everyday with both
    (including many that actually started with Maya)

*Overwhelmingly* favor XSI just for it's advantage of get things done quick
   (& relatively worry-free)
  in (almost always) tight deadlines/resources.

   * - not like Coke/Pepsi where it's merely a matter of taste or *habit*

   * - High Unlikelyhood of Maya to Ever come close in terms of overall
     performance
            (in real terms.. reffering to core workflow)


_________
*SI EOL (?)* (cost saving? Could stop dev while (further) relaxing restrictions )
not easily understandable/justifiable

*If* decision to migrate ;

   * - Unlike other migrations, very limited choices for viable replacement

   * - The effect on Studios & Freelancers  with previously setup
     pipelines with XSI
        accepting relatively serious productivity hits (including
     post-adoption)
        especially for smaller places/individuals.

   * - Unlike other migrations, very limited choices for viable replacement
         People & shops having to choose between ;;
         o considerably more (often comparatively /over-/)complicated
           software
           (for more or less the same "power") ;; *Maya/**Houdini*
         o *OR* (over-)simplified or otherwise comparatively lacking
           solutions
           ( some more seriously, while others continue to advance in
           bounds )*
           Modo, Blender, C4D, Lightwave,* ...

*Several Press Articles *
stating that the decision made based on the fact that there was already current ownership
of several market-standard solutions acheiving similar ends.

_____
*Hope
*

   * - Opening-up the XSI SDK for better future sustainability without
     excessive cost.

   * - The yearn for a "New Option" or a true(er) "SoftiMaya"

   * - Fabric Hope

   * - Modo Hope


 - - - - - - - - -
All that could be narrated over related footage.
(or slow zoomed-in/out pans of quality stills representing what is talked about)

.. inter-cut with outstanding productions/creations ,
and ideally 1 (or 2) testomonials..
Ideally from well known studios talking about /confirming points being narrated.
  - - - - - - - - -


  (end of doc)

______________________
(Out-tro)

- 1 (or 2) more shots of previously seen characters going somewhere,

 - then all crowding-up over at AD M&E headquarters

- & ending on a close-up of one of the characters which is *just about to knock* on the door,
    just before -cutting to black-
& then hearing a loudish "knock-knock-knock" sound
resonating on a big metal door on that black frame ending (and/or XSI logo)
(AD's door is actually big and metal)

   - - - -
   It would be great if that main (simpler) character was made from
   scratch,
   quickly created by an experienced professional using speedmodeling
   tricks,
   auto-rigging it with gear, and making it come alive in a few strokes,
   (showing XSI's .. then perhaps rehearsed,  yet un-faked creation speed)
   all while recording, to then play it "timelapse" at the beginning intro
   when the character comes alive to emerge out of the screen.
     - - - -


Okay.... thoughts? Comments? Is everything fair?




On 03/11/14 22:03, Bk wrote:
Ok, I can't sleep and have had an idea.

I think it would be good to make a visual metaphor of the situation.
I've been thinking that we would need to do something that could be attacked modularly and allows a huge variety in styles coming together. What we also have in our favour is that we come from different parts of the world and all do different styles of work. So my idea is. cgi on live action plates..filmed on dslr by different folk around the globe.

It's based on the wizard of oz.

We start with one character, leaving a studio and start to walk, then we cut to another studio with another totally different character style, walking or moving. This repeats. It doesn't have to be characters only, we could have a dust cloud, or an ICE strand tangle. The more variety of cgi oddities the better. We then cut to more of them moving through different landmarks around the globe. ( assuming between us we know someone who lives nearby enough to film them) There could be Godzilla stomping through New York, an ice tangle going under the Eiffel tower. they are all going somewhere. It could be as epic as we can make it. There Could be a car chase, Whatever, as long as they are moving somewhere with purpose. Some characters could board a massive spaceship which takes off. Others could get on a huge ocean liner.They are all making their way somewhere. It culminates as a huge bizarre crowd of CGI 'things' gather at the door of a big imposing building. A small character at the front knocks
We cut to text along the lines of "Please save us"

I know it sounds epic, but that's kind of the point and if we had say 40 people doing a little bit each and maybe reused old personal assets, it might be achievable. I could dig Greg Mutt out and probably do a Godzilla shot in a few days.






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