Agree with Bradley, +1

2014-03-15 16:55 GMT-03:00 Mirko Jankovic <[email protected]>:

> Bradley you nailed it with this one, and also points out what really AD
> system does look like.. bunch of bullet points of separate marketing ready
> features that looks nice on list when you showing it to sales.
> The matter that those separate features have little to non meaningful
> communications one with other...  communication that actually makes
> workflow.. that doesn't mean much I guess.
>
>
> On Sat, Mar 15, 2014 at 8:31 PM, Bradley Gabe <[email protected]> wrote:
>
>> This is what concerns me about the future for where Autodesk takes their
>> DCC flagships. Bullet-point thinking.
>>
>> It's not any specific list of ICE nodes that make it so powerful and
>> useful, rather it's how well it plays within the data structures of the
>> rest of the application.
>>
>> Everyone who ever looked at ICE from the outside, without ever going into
>> the daily battle that is production, simply saw it as a particle system
>> (and maybe tipped their hat to it's clever ability to multiprocesses). And
>> despite the SI community's repeated insistence ICE was far more important
>> than that, a particle system is precisely how it was marketed by Autodesk,
>> providing continuing evidence that Autodesk didn't know what they actually
>> had, didn't want to listen to the people who were actually using it... or
>> didn't care.
>>
>> In real estate, they say the most important things are location,
>> location, location. In CG production, the most important things are
>> workarounds, workarounds, workarounds. ICE has provided SI users with a
>> highly potent, splendidly integrated, reasonably artist friendly, visual
>> node based toolkit for discovering and developing production workarounds,
>> without having to resort to coding for every little thing. Particle effects
>> are merely a byproduct of the system.
>>
>> It was through interacting with ICE that I developed a much more profound
>> understanding of CG data structures, an intuitive sense of how the linear
>> algebra drives transforms, of how I could influence operators to do the
>> things I could only imagine in times past. Every day in production is a day
>> of experiment and discovery using ICE. Do you have any idea how empowering
>> that feels after years of waiting for technical help from developers that
>> never arrived?
>>
>> Furthermore, after years of tech experimenting and workarounds with ICE,
>> my ability to develop non-ICE tools for animation, deformation, etc, had
>> increased drastically. Tools that used to require a week for me to work out
>> the math, I could develop in less than a day, because ICE had both provided
>> me with enough practice to greatly enhance my thinking, but also because I
>> could use it as a prototype laboratory to quickly hash out more difficult
>> concepts, prior to sitting down to write out the code.
>>
>> If you're wondering why people are concerned about life without XSI,
>> these are some pretty major reasons. You're going to have to convince us
>> the future of node-based work in Maya/Max isn't a bullet point list of
>> nodes for creating particle or fluid sim effects. Rather, that it's a fully
>> developed, operator development kit, from which particles, fluids,
>> simulations, and all kinds of production workarounds, workarounds,
>> workarounds are possible!
>>
>> -Bradley
>>
>>
>> Sent from my iPhone
>>
>> On Mar 15, 2014, at 12:00 PM, Andy Jones <[email protected]> wrote:
>>
>> On Sat, Mar 15, 2014 at 6:41 AM, Chris Vienneau <
>> [email protected]> wrote:
>>
>>> Do you guys think there is a top list of nodes in ICE and compounds you
>>> all use that cover 80% of what you do with the toolset?
>>>
>>
>> Nope
>>
>>
>

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