I do believe that Fabric Engine could be leveraged to fill some gaps. It's
never going to be ideal from a UX perspective and the biggest selling point
for me of XSI has always been the UX; but some workable extensions could be
implemented.

All that being said, 80% of my time is spent in Houdini and the main reason
I head back to XSI occasionally these days is that I love working with the
Mootzoid plugins (especially emTopolizer). I've even discovered that I find
ICE quite clunky these days in comparison to the elegance of VEX and VOPs
in Houdini. Houdini 16 will hopefully provide a few more home comforts for
XSI artists looking to make the jump to something new. And if Houdini still
feels like too much of TD's paradise, I agree that Maya is a far better
proposition than it was when Softimage's EOL was announced.

On 25 January 2017 at 17:11, Martin <furik...@gmail.com> wrote:

> Hi,
>
> I'm not a developer but I write some stuff we need from time to time. I
> wrote and released a weights tool some time ago because we are still
> working in Softimage and we will be using it, even if partially, for at
> least a few years so I'm trying to make our current pipeline as comfortable
> as possible (we are using SI as our main tool in our biggest project right
> now and probably will be using it for at least 1 more year).
>
> Being said that, I totally agree with Cesar. You can't develop advanced
> tools with a closed black box. You'll eventually hit a wall and you'll have
> nobody to ask for support or even a hint. If someone has the courage to
> work under this circumstances, then I'll try to support as much as
> possible. But implement new technologies that weren't considered in SI 2015
> such as a new viewport, ptex, etc, is not very realistic. I'd be happy with
> 4K resolution GUI support.
>
> A probably better idea would be adding Softimage features into other
> packages like Maya, Max, Modo, etc. I'm doing what I can in Maya but it
> isn't an easy task either.
>
> Martin
> Sent from my iPhone
>
> On 26 Jan 2017, at 0:58, Cesar Saez <cesa...@gmail.com> wrote:
>
> Hi there,
>
> Going back to the original post, most of what you describe is not doable
> by individual developers working as freelancers (I'm assuming you are
> referring to integrating open source technologies like USD, OpenSubD, PTex
> and so on). These tasks are big and fairly involved, it's like asking for a
> full cg movie finance by a tiny community through Patreon.
>
> In addition to that, and even if there were savvy developers interested,
> I've serious doubts that it's even possible to do properly considering you
> have to work on top of closed source software not being in development,
> Softimage's current scenario directly translate to the developer having to
> workaround the missing bits of the SDK in creative ways by adding all sorts
> of hacks to the project (certainly not a pleasant work to do, you usually
> aim to find generalization and elegant solutions... going back to the movie
> example: this is equivalent to throw a unmodifiable bad script on top of
> it).
>
> I get the good intentions behind the original question, but I'm afraid all
> you can ask for at a patreon/gumroad level are scripts and relatively
> simple tools automating certain tasks that are already possible to do in
> Softimage, all the big tickets are out of the table at this point.
>
> I don't like to burst people's bubbles, but I thought a developer POV
> would help to bring some perspective to the whole Softimage survival
> landscape.
>
>
> Cheers!
> C.
>
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