Matt, I have to ask.

What could you possibly have from the Softimage 3D days that you'd want to
recover?  No cynicism, just genuinely curious. :)

Even things that I created and thought were amazing back then, I could (and
would) re-make in days and to a far higher standard with modern tools.

It's like playing old computer games that you loved from the past.  They're
invariably shit. :)

...OK, except maybe Command and Conquer: Red Alert... I'll always have time
for that (anyone who feels the same should head over to
http://www.openra.net btw... ;)

DAN


On Tue, Dec 23, 2014 at 1:43 PM, Matt Lind <[email protected]> wrote:

> Virtual PCs work for now, and so does keeping archives of files around for
> the interim.  One problem you may run into is expiration date of your
> licenses.  I ran into this problem with my older XSI licenses.  While
> Softimage called them 'permanent' licenses, they're actually 10-13 year
> time bombs.  They're called permanent because Softimage assumed nobody
> would need to exhume data that far into the future as a newer release of
> the software would be available for that purpose.  That's great until there
> are no more new releases.
>
> In due time everybody will hit the same problem - what to do when you can
> no longer maintain the ecosystem?  That's where I'm at now and why I'm
> writing an exporter.  In my particular case commercial formats such as
> .fbx. .obj, .xsi won't suffice because they don't support the necessary
> features.  I have scenes which are facades with a shader applied to make
> the illusion of 3d on a 2d surface.  .fbx doesn't support shaders, so
> converting those scenes will get the polygons to convert, but not the
> shaders - what good is that?  Even if the shaders were rewritten for the
> target application, .fbx does not contain the necessary information to make
> the connection.  Many formats are designed for editing, not archiving.
> They're also proprietary in nature making it a risky medium to store data
> long term.  Anybody have the specs to the .fbx file format?   thought so.
> File formats have shelf lives too.  I think it's best to keep data in it's
> original format until you have a specific destination.  Each time you
> migrate data it loses some of it's integrity.
>
> I'm not going to support my content indefinitely, but I am going to design
> a format which can properly archive it with enough information to
> reconstruct it in another application if a feature isn't directly
> supported/available. I can do that with Softimage|3D content because it's
> doesn't support complex data such a render passes, ICE trees, render trees,
> and so on.  XSI is another beast and will be much more difficult to support
> in that regard.
>
>
> Matt
>
>
>
>
> ---------------------
> Date: Tue, 23 Dec 2014 11:57:20 +0100
> From: Tim Leydecker <[email protected]>
> Subject: Re: How do you guys make sure XSI files and Softimage 7.5+ files
> will open in 2016?
> To: [email protected]
>
> Just to be clear, I don?t want to portray Adsk as evil, I am bitching
> about the
> extra hurdles involved in finding the service packs to a specific release?s
> version and making sure all files neccessary are downloaded and named
> properly.
>
> In my personal case, I can pretty savely assume Softimage 2010, 2012,
> 2014 version jumps,
> so that?s not so bad actually. It?s a bit more difficult for 3rd party
> renderer versions and
> the 32bit>64bit jump for plugins like the sRGB nodes from Harry Bardak
> in some legacy
> projects. Anything 64bit I am also positive will most likely be fine,
> like Sven suggests
> (one also learns a bit about project structuring, my old stuff has more
> final_v003.var2 files than now...)
>
> In terms of general backup strategy, I also got bitten once, losing a
> drive when swapping
> machines and then having to rebuild that data from iterative backups on
> other drives.
> Not nice, tedious actually. I can recommend "Beyond Compare", that
> worked great for me
> in putting together a working version of a project and even completely
> restructuring my
> files into project specific folder structures, weeding out duplicates
> and reducing the chance
> of missing files by collecting things into one master folder branched
> into apps, files, etc.
>
> I do have to check if my dongle is still working, thought. A virtual
> machine is a very good tip.
> There?s a change I have a full backup of a working system drive
> available. I used "Drive Snapshot"
> in the past but haven?t touched those backup files in years. To be
> honest, there?s not too much
> stuff I would be proud in showing off, maybe some snippets from my
> thesis would be worth
> being polished and put on display, after more than 10 years... but I
> doubt it...
>
> For the last couple of years, I will mostly have *.obj and *.fbx files
> plus *.psd map files
> as well as *.ztl and *.mud files, that stuff is pretty save to open with
> newer versions atm.
>
> Thanks for your thoughts,
>
> it?s a bit spooky to realize 10 years ago now also looks like 10 years
>
> ago...
>
>
> Cheers,
>
> tim
>
>
> Am 23.12.2014 um 10:36 schrieb Rob Wuijster:
>
>> Just to add some thoughts on this...
>>
>> I started building virtual pc's for this 'occasion' some years ago,
>> just to be on the safe side.
>>
>> I still have a Win95/98/NT/2000/XP virtual disk lying around with some
>> 'critial' software installed, just to be able to open up that one
>> program from years ago.
>> Or to run some other stuff that's impossible in the newer version of
>> Windows now.
>>
>> At some point I had to convert my virtual pc 'disks' to a new virtual
>> pc program, but that was less hassle than doing all Matt described. ;-)
>>
>> I think we're all in the same situation at the moment. I also have a
>> boat load of assets, created over the years going back to Softimage 3.0.
>> All neatly packaged in a separate project as scenes or models. All
>> shaded and textured, ready to go. The more 'beefy' assets are now
>> models linked to a Arnold .ass file for quick handling and rendering.
>>
>> At some point we sadly have to leave Softimage behind, so what to do
>> with all these assets? Depending on what's next, there's probably a
>> slow conversion to this new 3D application. Or conversion to .obj or
>> .fbx for longer, more app agnostic storage.
>>
>> For me, having the virtuals pc's/software lying around is the easiest
>> solution at the moment. How this all will play out in the next years
>> is another story ;-)
>> cheers, and happy holidays to all!
>>
>> Rob
>>
>> \/-------------\/----------------\/
>>
>
>

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