Hi Alok,

i agree with your view as well, and intellectually understand the reasoning 
on the pipeline  level:
In your case getting the data in and out the DCC with reusable code base 
maximize your efficiency. 

What saddens me is some of this logic in action (on the tool side) in 
middle to big places.

Personally i come from an art background and had to build my own tools or 
devise my own techniques as it was clear what i wanted was too different to 
hope having it made by someone else.
As a rigger and character TD developing my tool is a  means to reach and 
produce better content ;those are byproduct of the process and can be 
trashed at any moment notice without regrets.

For this reason I never understood fabric engine advertising materials on 
sharing rigs across DCC...
Usually when you choose a commercial software you try to use it for its 
intrinsic qualities:
let say you will want to use :

   - 3dsmax for modeling/ texturing strengths
   - motionbuilder for performance/preview  and editing of biped creatures
   - maya for its animation capabilities ( which cover rigging robustness).

Does it make sense for example to write tools for motionbuilder in order 
for it to behave like maya or to swap to maya all together.
Or lets assume you are a video game developer and use 3dsmax, across the 
years your expertise with dotnet grows in parallel with your code base .
At some point you might want to switch to maya:
is it sane to think you can shove those tool in a new DCC with no effort?
Will it not be safer to use the c++ or python layer to interact with 
maya?(hell even the python 2.0 api layer is buggy and incomplete after all 
these years ( and dont get me started on pymel)).

Anyway thanks for your point of view!





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