It's pretty selective to say that nothing is done for interopability,
because the most commonly used format out there is FBX, and SDK that
is free for anyone, and supported by competitors and all the game
engines.  Autodesk actually wrote the first FBX plugin for XSI when we
were competitors.  Then they gave it us (and we didn't work on it
because we were trying to push .xsi).

Anyways, that sumatra vision of collaborative workflows had nothing to
with file formats.. more to do with collaborating in a single studio
around a shared Digital Studio project I think.  Something the
original Toxik took to 11 with a central database and notifications of
asset changes between stations.

On Fri, May 9, 2014 at 5:52 PM, Sebastien Sterling
<[email protected]> wrote:
> There is always the AD solution: "lets discontinue our way to better
> interoperability!"
>
> Case and point:
>
> Zbrush GoZ, one click compatibility transfer with Maya Max Softimage
> Lightwave C4D Modo etc.... unconditional with any version.
>
> AD, mudbox: one click transfer to Max Maya... version dependent non
> backwards compatible.
>
>
> Acquires Alembic, implements it in... 1 application (no i am not counting
> Softimage 2015).
>
> Implements Open Sub Div in... 1 application.
>
>
> Sumatra seems more like an Ideal, something to strive for.
>
> Then again maybe FE will lead us all to the promised land :)
>
>
> On 9 May 2014 22:21, Greg Punchatz <[email protected]> wrote:
>>
>> The foundry has some very interesting things going on.... that seem to be
>> headed toward a more realistic and powerful version of the original Digital
>> Studio concept... Keep a close eye on them for an integrated post suite like
>> no other.
>>
>> I don't think its focus is games however... I think that would almost need
>> to be its own set of tools, geared for interactive development.
>>
>> "Trimmed for Caron's sanity "
>

Reply via email to