Good question.  You'd think a 'permanent' (or 'perpetual') license as it was 
termed would be permanent and perpetually available.  That should be 
challenged.

As for revisiting old projects - let me share my experience doing the same 
with Softimage|3D:

I started my career as a 3D character animator, but transitioned to the 
technical side when XSI made it's debut years later.  Back in the day 
(~2002) I ported all my SI3D work to XSI, but many years later while 
upgrading my computer and transferring data (~2012), a mishap occurred 
causing the ported data to be lost.  By this time XSI no longer had the SI3D 
scene importer, so redoing the port would involve re-installing an older 
version of XSI (v7.5 or earlier).  Most of my content was for cartoon 
projects in real time games, but with a novel NURBS engine.  That meant lots 
of use of Cardinal/BSpline patches and NURBS surfaces for modeling, 
QuickStretch for animation, MetaClay for organic modeling and cartoon FX, 
and heavy use of nulls and IK chains with envelopes, and of course, 
constraints and expressions.  Rendering made heavy use of toon ink and toon 
paint shaders, but ordinary phong/blinn/lambert/constant otherwise.  From 
past experience, I knew firsthand how those tools lacked support of many 
features I used in SI3D and often produced horrifically mangled results.  I 
determined I could do a better job writing my own exporter/importer, and 
possibly do it faster than redoing the port by hand.

Upon installing SI3D I got the cold splash of ice water on my face.  The 
application ran just fine, but as soon as you click a menu or something that 
required polling the license, it would dump to desktop because FlexLM was 
coded for Windows XP / 2000.  I think the longest session I got was 15 
minutes.  I found an old installer for Windows XP and was able to 
resuscitate everything, but bugs and more crashing persisted until I also 
installed XP Service Pack 3.  While everything ran normally, it quickly 
reminded how far things have evolved since.  Softimage|3D is a single 
threaded application complying with the OpenGL 1.x specification (maybe 
OpenGL 2.x), mental ray was only licensed for two processors (or logical 
cores).  I had to install on an older computer to ensure the limit wouldn't 
be reached as there was no way to do it in the GUI.  If the limit was 
reached, renders aborted (command line renders were no problem as there's a 
flag you can specify for max thread count).  Furthermore, my old computer 
was prone to interference from my WiFi router.  Therefore, I had to turn off 
my internet service during renders or else suffer scrambled pixels in 
images.  On the plus side, modern day Nvidia graphics card drivers fixed all 
the old bugs that used to cause SI3D to dump to desktop.  So the graphics 
were relatively smooth even if feature challenged.  FYI - I did try 
installing SI3D in a virtual machine, but couldn't get the virtual machine 
to acknowledge the dongle for licensing.

The next splash of water was trying to install the SI3D SDK.  For those that 
don't remember, SI3D had two SDKs: DKit and SAAphire.  DKit was the original 
SDK and only provided very high level access to the API much like Apple 
products don't give anything of substance to the end user (i.e. useless). 
SAAphire was introduced in 1995 and was intended to replace DKit as well as 
act as a bridge to transition to XSI, but when project 'Sumatra' started 
experiencing problems, developers got reassigned to Sumatra putting SAAphire 
on the back burner, and was left largely incomplete.

Next harsh reality was learning the SDK had to be matched to the version of 
SI3D in use.  Not just major release, but minor release too!  I had 
Softimage|3D 3.9.2.2 but the SDK was for 3.9.2.  That tiny difference was 
enough to cause the SDK plugins I compiled to not operate.  Fortunately I 
found the installer for SI3D 3.9.2 and was able to make a match (next option 
would've been SI3D 3.8.1 ....shudder).  Once SAAphire was installed I 
discovered I also had to write all the code with MS Visual C++ v6.0 because 
newer compilers didn't have backwards compatibility settings.  Ugh.  I 
surfed the web for a few weeks before I found a copy of MSVC++ 6 on Amazon 
for $130.  Had to be a "professional" edition as the regular edition didn't 
have all the right libraries.  After MSVC++ 6 was installed and I attempted 
to 'build' a plugin, I then learned that SAAphire plugins cannot be 'built' 
from the GUI.  You have to use a makefile, which in itself is not a big 
deal, but using a makefile meant that the IDE functions such as code search, 
autocomplete, function/class lookups, syntax highlighting, and other 
features programmers rely on were no longer available for use.  Basically, 
the IDE was reduced to a glorified copy of Microsoft Notepad.

Now the fun part - writing the exporter code.  Writing an equivalent 
exporter in XSI is trivial and can be done with scripting, but it's a 
wrist-cutting experiment at best in SAAphire as you must write your code in 
C, not C++ (no scripting).  SAAphire didn't support really basic things 
either - like getting the name of the scene camera (head scratcher 
considering SI3D only supported one camera in the scene).  You could get the 
name of the camera interest, but not the camera.  Objects did not have 
'class' or 'type'  associated with them like they do in XSI.  Instead, they 
had a combination of IDs (integers) which had to be cross referenced with 
each other to figure out what it was.  For example, the 'ID' was 0, but the 
'algorithm' was a 3, then the object is an ordinary null.  If the ID was 0 
and algorithm was also 0, then the object was used in dynamic simulations 
and had special attributes which had to be looked up independently.  You had 
to cross reference with another id lookup to find out how the object was 
used in simulations (nail, fain, wind, gravity, ...).

Another hair-puller was how envelope data was stored.  In XSI, you get a 
handle to the envelope operator on the deformed geometry (envelope), then 
request the envelope weights which are returned to the caller as a 2D array 
of floating point values arranged in ascending order by vertex index and 
deformer index.  In SAAphire, there are 5 different types of envelopes, each 
has their own process, and the procedure to get the data is opposite of how 
it's done in XSI.  You have to get a handle to the envelope deformer (bone), 
then query which envelope(s) it deforms.  Then you go to each deformed 
envelope to get the weights for that deformer, and must compile and organize 
that giant 2D array yourself.  Let me mention the list of deformer weights 
is sparse - as in, only non-zero weight values are recorded (to save 
memory), you must determine which vertices were left out and fill in the 
blanks yourself, and nothing is numbered or alphabetized to tell you which 
way the data should be structured.  It is assumed the order presented is the 
order you should preserve in your own data structures - but that doesn't 
always hold true.  Furthermore, there are no direct links (pointers) to get 
a handle on an object returned by these queries.  Instead, you must manually 
traverse up/down the scene graph until you find the object that matches the 
description of the object returned in the query.  Very painful 
process....but not as bad as discovering the scene reader/loader function 
does not have the ability to read anything but the most current version of a 
scene in a database folder.

If there are 7 versions of the scene and you want to load version 5, 
SAAphire would always load version 7, but tell you it loaded version 5. 
Nice!  I found this feature especially handy (sarcasm).  Again, for those 
who do not remember, unlike XSI which stores the entire scene in one file 
(.scn) sans referenced models, the SI3D file format was not a single file. 
It was multiple files linked by 'relations'.  There was a central ASCII text 
file which described which objects (elements) comprised the scene and how 
they were related to each other (relations), but the actual element data was 
recorded in separate binary files (one per element) and stored in specific 
folders (chapters) within the project (database).  If your scene had 1,000 
objects, then upon saving the scene there would be the main scene 
description file (.dsc) plus 1,000 model files (.hrc) in the database.  If 
you saved a 2nd version of the scene, SI3D had to first check each of the 
1,000 files to see if they already exist, then rename the newly saved files 
to v2 so they don't collide with v1 when saving  (Yes, it took forever to 
read/write that data.  Data corruption was a common problem).  If the 
current version saved exceeded the maximum number of revisions allowed in 
user preferences, then the earliest versions of the files had to be located 
and deleted.  If you needed to access scene information about an element 
other than name, parent/child, or other trivial information, SAAphire would 
pull that information from the file on disc in the database, but would only 
read the most recent version of that element, not the version matching the 
scene currently loaded.  So despite file versioning being a core feature of 
the application from day one, SAAphire didn't support it.

There were many other unsupported features such as Quickstretch.  You can 
access the icon in the 3D views which controls the effect, but it does not 
provide access to the Quickstretch parameter values.   There are no SAAphire 
functions to access the parameter values.  After much hunting and pecking, I 
found I could hack the scene's .dsc (ASCII text - similar to XSI's .scntoc) 
to get the parameter values - but then it gets even better.  The values 
recorded in the .dsc are not the values you see in the GUI.  They are 
instead encoded through a cipher so they are assured to take only 'n' 
characters of space in the .dsc file.  Therefore, you must decode the cipher 
in order to extract the parameter values of the Quickstretch operator from 
the .dsc.  Which I did....painstakingly.

Anyway, many more of these follies.  Eventually I worked around almost all 
of them to produce an exporter that successfully exports an SI3D scene so it 
can be imported into another application.  I chose XSI with the assumption 
that the common features would align 1:1 making import all the easier. 
Wrong!  Even the common features, while common, did not operate the same way 
in XSI.  Quickstretch exists in both applications, but the XSI version is a 
lobotomized version of the SI3D version, and does not share any parameters. 
So all that work to extract the ciphered parameter values was for naught. 
Ugh.  Likewise, while the SI3D mental ray shaders were ported to XSI by 
Softimage, they do not produce the same results!  In many cases, shaders 
would require an object list to isolate which objects are affected by the 
shader, but the ported SI3D shaders were disabled from using object 
lists....why?  Ugh.  Anyway, lots more stuff along these lines.

All in all, it took about 2 months to get familiar enough with SAAphire to 
write the exporter, and another 3 weeks to actually write it.  On the XSI 
side it was much faster.  It took about 2 weeks to get the importer up and 
running to load full scenes, and another few weeks to discover all the bugs 
and employ the workarounds for the edge cases.  Total time = about 4.5 
months.  That sounds like a lot, but it's still faster than the time spent 
in 2002 porting the data the first time using the importer provided by 
Softimage which produced horrifically mangled results.  So on that front, my 
prediction was correct.

Some problems were not able to be worked around.  For example - geometry. 
Most of my content was built in patches (BSpline/Cardinal/Linear) and/or 
MetaClay (metaballs).  XSI supports NURBS and polygons, not patches or 
metaballs.  In many cases I was able to convert the patches to polygon mesh 
with Catmull-Clark subdivision smoothing to produce an identical looking 
result, but that also had the ripple effect of forcing me to port all the 
tools to XSI to maintain that conversion.  for example, the deformation by 
surface operator (aka patch deformation) works by mapping vertices of the 
deformed object to the UV parametric space of the deforming surface.  Well, 
when the underlying deforming surface is converted to polygons, the UV 
parameter space no longer exists.  So the deformer had to be rewritten to 
function on polygon mesh geometry (at greatly reduced peformance).  The best 
I could do with metaClay was to import the metaballs as nulls with a custom 
property preserving the parameter values as experessed in SI3D.  Maybe a 
shader would be written to render the metaClay....if I get the muster to 
take on such a project.

Another example is FCurve interpolation.  SI3D's Function curve editor used 
Hermite curves while XSI's Function curve editor uses NURBS curves with 
Cubic interpolation.  The difference is how motion eases in/out between keys 
and the difference is very noticeable.  The only workaround was to plot one 
key per frame in SI3D.  Another problem was how shapes and clusters were 
interpolated for the simliar reasons, but plotting shapes isn't as fruitful 
as plotting transformations.

The point of my long-winded story here is to illustrate that my case was 
relatively trivial in terms of content and support requirements, but even 
with that low bar it proved to be very challenging to move data to a modern 
platform where it could be archived and preserved.  When all was said and 
done, I was able to preserve about 85% of my work 'as it was', and the other 
15% required various degrees of elbow grease to get back into form.  Some of 
that 15% could not be reproduced exactly and is therefore lost to father 
time.

Given today's content creation environments are much more complex that what 
I dealt with above, you can only imagine how much more difficult porting can 
be.  Focus of USD, Alembic, and other common exchange formats is on 
preserving certain fundamental features like geometry and transformations, 
but at the expense of specialty features such as shaders or plugins.  While 
that fundamental list is growing, it will always be a subset of the features 
you use in a specific DCC application.  So you have to decide how important 
it is to preserve your work and in what form.  For example, do you need to 
access the source files in the future, or are you content with the final 
result?

If you want access to source data from a retired application, then my 
suggestion is to keep all the installers, license keys, service packs, 
documentation, and so forth.  Make sure you have a computer **of same 
vintage** as the application, preferably offline, where it can live in 
isolation of evolution so it won't be inadvertently invalidated from a 
software upgrade or other external issue.  Optionally, you could try a 
virtual machine, but the caveat is you might not be able to access the 
licensing in hardware if it uses an older technology (That's what bit me in 
attempts to get SI3D in a virtual machine as the dongle uses a parallel port 
and modern computers don't have them.  I tried a parallel to serial port 
adapter, which works on a physical machine, but not a virtual machine). 
Then, of course, keep all your content in a safe place so it can be accessed 
when needed.  Finally, document all the quirks that need to be known about 
anything that can be a problem in accessing the content.  For example, does 
a particular scene require special handshake to render correctly?  If so, 
what is that handshake?  Document it, and make sure you've taken care of any 
dependencies associated with it.

I think XSI will continue to function for a long time, but the most likely 
problems will be the licensing.  Another potential issue is OpenGL support. 
SI3D still runs on modern graphics cards because they still support OpenGL 
1.x and OpenGL 2.x.  That might not continue for much longer as 
manufacturers look for ways to thin the OpenGL support requirements to get 
driver sizes smaller and more manageable.  XSI in particular is heavily 
coupled with Microsoft's COM/OLE.  While I don't think it'll stop working 
tomorrow, the writing is on the wall.  Netview is already disabled in many 
ways from internet security protocols implemented to inhibit Internet 
Explorer's ActiveX scripting environment.  With Windows 7 support expiring 
this week - you may want to download any support needed on that front as 
newer / current versions of Windows might not allow such features to run 
even if offline.

In short, create an environment that is a snapshot of the application's best 
working form, then preserve it.

Matt





Date: Mon, 13 Jan 2020 12:17:40 +0100
From: ron...@toonafish.nl
Subject: Re: Softimage mailing list: 2019 by the numbers
To: "Official Softimage Users Mailing List.

I stlll use Softimage every day.

I?m slowly trying to switch to Houdini ( for the thrird time ) but it?s not 
much fun when you know there's a Ferrari in the driveway, but have to use 
the bycicle to get from A to B :-)

Maybe for complex Special FX Houdinin is great, but for modeling and 
character stuff I keep on running into strangely convoluted workflows or 
basic stuff that?s just not possible or takes so much time to create a 
procedural workaround for you forgot what you wanted to do in the first 
place by the time you?re done.

Besides that I still have to work on some old projects in Soft every now and 
then.

Btw, how will we be able to revisit old Softimage projects when Autodesk 
stops activating old licenses next year and you have to install it on a new 
computer ? I just did a fresh install on a new workstation so I hope I?m 
covered for a few years. But what if I need to reinstall it in a few years 
on a new workstation ?

Ronald van Vemden

Toonafish | Owner and Creative
----------------------------------------------- 
3D Graphics & Animation Toonafish
Cyberfish Laboratories
tel. +31(0)6 46715175
email: ron...@toonafish.nl



On 11 Jan 2020, at 01:39, Matt Lind <speye...@hotmail.com> wrote:

Most telling statistic is that Stephen Blair is the top poster of the year, 
and he typically only posts the Friday Flashback thread. I almost tried to 
avoid the list this year and I still ended up in the top ten.

Once support left the product, so did the users.

I'm curious to know how many people are still actively using XSI. I don't 
mean tinker with it, but actually using it regularly for meaningful work.

Matt

Date: Thu, 9 Jan 2020 02:33:28 +0000 From: Matt Morris <matt...@gmail.com> 
Subject: Re: Softimage mailing list: 2019 by the numbers To: "Official 
Softimage Users Mailing List.

Feeling a little maudlin at those figures. Had a quick look back at list 
activity: 2011 ? 2013: holding pretty steady at around 12k posts a year. 
2014: 14k posts (eol announcement) 2015: 4055 (crazy drop off) 2016: 3282 
2017: 2311 2018: 1058 2019: 657

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------------------------------

Message: 3 Date: Mon, 13 Jan 2020 11:19:14 +0000 From: Jordi Bares 
<jordiba...@gmail.com> Subject: Re: Softimage mailing list: 2019 by the 
numbers To: "Official Softimage Users Mailing List.

https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchiLG9o7ECJDJ0Mw-2FRzSlfldhFWvv2G7M9xrogMv-2BiUgrG-2BmCVAfC2HxBWG0Czpbw8UUe9Xkbh68Twjp-2FiA-2FSErMU-2FEk2CkvoTC04KpO5Ly475MLQNUViwPoaAMpEaEjwAYOu4T567ozlZeZdMMtM3KXVN7uiAm1z1BQ0qjBHp2w-2F-2FQwXlBtX2tzzsgIZeJUn-2BNDHd-2F8uwGE5ZF2Eq-2FY2ZqBmx5k55MzKISsJnDJeY3fayRu-2F5H0jmMAIIKfbzOpvL5VCKROaG-2F-2Bcu-2B1I50MUh3xMLetQ5jkU-2BabpORZzaMoWfOddNTvcQ3nF0mzSaLAJhfz8vrzGLSSqf8J3FdFB-2Big-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuROad09aQt2y9GXIz28Rldt21NQ8pBSiMXl0UOKlp18hpATqtY8-2FBzsXfQtKKELQ5VbRSC4RoKwqrdTeK8Kq6jxZIWyKWYl5tuImxLzqujCjUtIUXFyOxjnRe-2FApEeuiYuEz5FzLULSOeAdjiaf984oeV0g2R7gq9Dg5WRfXgPWQwTeVjQxBTRW7eBpNIL6WVJOq-2Bizj05yvTo3Ang7-2B8bW
 " 
<softimage@listproc.autodesk.com>

Message-ID: <2643c0c0-68b1-4c9a-ae1c-dea3109e3...@gmail.com> Content-Type: 
text/plain; charset="utf-8"

It is hard go move away from XSI if you still can go back?the same with 
languages, only full immersion works and the results are normally 
astonishing in the sense that you will feel confident much sooner than you 
think.

But I do certainly understand the need for being productive and it is not an 
easy task with any package.

My suggestion would be do one small job with it, no effects, just something 
easy, materials/render kind of thing? hire a Houdini artist to help you out 
on the transition and execution of the job and you will be moving on the 
right track.

Regarding your question, I am also interested, it has been more than 8 years 
since the announcement so it is quite telling there are still artists using 
it. XSI was so freaking good!

jb



On 13 Jan 2020, at 10:44, balazs kiss <fospu...@gmail.com> wrote:

I do, every day, and I think 2 or 3 more guys in our office as well. Others 
are on maya or houdini, moving slowly towards houdini, but it is a slow 
process, and it is hard to learn it. There are things I'd rather do in 
houdini, but xsi/ice still feels a lot more intuitive..

On 1/11/20, Matt Lind <speye...@hotmail.com> wrote:

Most telling statistic is that Stephen Blair is the top poster of the year, 
and he typically only posts the Friday Flashback thread. I almost tried to 
avoid the list this year and I still ended up in the top ten.

Once support left the product, so did the users.

I'm curious to know how many people are still actively using XSI. I don't 
mean tinker with it, but actually using it regularly for meaningful work.

Matt

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softimage-requ...@listproc.autodesk.com with ?unsubscribe? in the subject, 
and reply to confirm.



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------------------------------

Message: 4 Date: Mon, 13 Jan 2020 12:52:28 +0100 From: michael johansson 
<mich...@lowend.se> Subject: Re: Softimage mailing list: 2019 by the numbers 
To: "Official Softimage Users Mailing List.

https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchiLG9o7ECJDJ0Mw-2FRzSlfldhFWvv2G7M9xrogMv-2BiUgrG-2BmCVAfC2HxBWG0Czpbw8UUe9Xkbh68Twjp-2FiA-2FSErMU-2FEk2CkvoTC04KpO5Ly475MLQNUViwPoaAMpEaEjwAYOu4T567ozlZeZdMMtM3KXVN7uiAm1z1BQ0qjBHp2w-2F-2FQwXlBtX2tzzsgIZeJUn-2BNDHd-2F8uwGE5ZF2Eq-2FY2ZqBmx5k55MzKISsJnDJeY3fayRu-2F5H0jmMAIIKfbzOpvL5VCKROaG-2F-2Bcu-2B1I50MUh3xMLetQ5jkU-2BabpORZzaMoWfOddNTvcQ3nF0mzSaLAJhfz8vrzGLSSqf8J3FdFB-2Big-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuROad09aQt2y9GXIz28Rldt21NQ8pBSiMXl0UOKlp18hkCtLxzYIH-2FchFTIE5p9e0IBgS4giwi8KOaZNA-2F3Gg5ND7BgCAQQnkM2u5BPz2k-2FWhiUlVSFKp9Z8tlJBRj7AH5UhuQFZmMWkWV02DKtutgobfYXNEB1wnzB6ggvT5FFlEbVs32v06TBoGKjv9kqTMsvdo9YSghrkRwDVMvCPhB3
 " 
<softimage@listproc.autodesk.com>

Message-ID:

<cada-txy37ymkkky7x-qjkuhoqdyvfyzp4tb7s+yasy_prqh...@mail.gmail.com>

Content-Type: text/plain; charset="utf-8"

I still since 1994 use softimage more or less everyday. Mostly for 
conceptual visualizations and prototypes and finding it hard to get up to 
speed with modelling in any other application, so i will continue with 
Softimage as long as I can.

Den m?n 13 jan. 2020 kl 11:44 skrev balazs kiss <fospu...@gmail.com>:



I do, every day, and I think 2 or 3 more guys in our office as well. Others 
are on maya or houdini, moving slowly towards houdini, but it is a slow 
process, and it is hard to learn it. There are things I'd rather do in 
houdini, but xsi/ice still feels a lot more intuitive..

On 1/11/20, Matt Lind <speye...@hotmail.com> wrote:

Most telling statistic is that Stephen Blair is the top poster of the year, 
and he typically only posts the Friday Flashback thread. I almost tried to 
avoid the list this year and I still ended up in the top ten.

Once support left the product, so did the users.

I'm curious to know how many people are still actively using XSI. I don't 
mean tinker with it, but actually using it regularly for meaningful work.

Matt

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softimage-requ...@listproc.autodesk.com with ?unsubscribe? in the subject, 
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End of Softimage Digest, Vol 134, Issue 9 
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