Just found this thread tonight. I must say I liked your idea Matt :)

Manny and Christian demos are just great. It is funny that most of us can't
think outside ICE now. As soon as something a little bit complex appear, we
jump in this node graph like zombies.

Constraints (no pun intended) are the key for creativity !

Cheers,
Guillaume

PS: I don't want to imagine how slow it would be to drive 1000 spheres
kinematics using ICE :P






On Thu, Feb 13, 2014 at 7:11 PM, Graham Bell <graham.b...@autodesk.com>wrote:

>
> Matt makes some valid points and to me shows some of the (even these days)
> major differences between games and film/tv pipelines.
>
> It¹s not that ICE isn¹t capable of doing amazing things, there¹s plenty
> example of that, but that when it comes to creating games assets and
> pipelines, its perhaps not best suited to some of the requirements. It¹s
> not much good creating custom ICE nodes and compounds, but they can in
> effect be useless, unless you can reflect the tool/tech in the game engine
> and/or get the exported. Sure you can bake as many have mentioned, but
> that doesn¹t always apply in all cases. Also it creates more data that has
> got to be loaded in game and memory, and as Marc says games is so often
> about balancing budget to get things running.
> Even when you have assets built to spec, you can still end up cutting back
> anywhere you can, to get the framerate. 30 fps was realistic, 60 was very
> often a dream.
>
> Game devs are renown for building lots of proprietary tools and
> technology, some of which is justifiable, others times they¹re reinventing
> the wheel. But I think some of that is changing. Whereas in the past games
> would literally write everything, more are now buying off the shelf with
> middleware for some things, and focusing their resources on the right
> things. It¹s simply not always realistic and financially viable to write
> everything bespoke.
>
> I used to be a firm believer of having a DCC as a game editor, as I¹d seen
> too many show off programmers thinking they could write their own Max/Maya
> and while I have seen some good editors, most have been poor. But I think
> Marc¹s points are very valid, I wouldn¹t take that approach now. I still
> think in the right context the DCC could work, but it depends a lot on the
> pipeline and the type of game being made. The game engine is always going
> to be the best place to view assets, as its the end result, but I¹d
> squeeze everything I could from a DCC before pushing my data through the
> pipe.
>
>
>
>
> I thought Matt challenge was great and very typical of the type of thing
> you see now in mobile/casual gaming. Simple data, simple process, get it
> down and get it out.
>
>
>
>
>
> On 13/02/2014 23:48, "Marc Brinkley" <marc.brink...@microsoft.com> wrote:
>
> >Just to tack on...
> >
> >Coming from UE3 and Unity, I can safely say that building engine
> >dependent tools\editors into a DCC is decidedly not the way to go. If you
> >can avoid it at all costs, I would highly recommend that.
> >
> >It's a slippery slope. You realize that most of the infrastructure you
> >want is already in a DCC so it makes sense to use that as a base...months
> >and years later you realize that was not a good decision. :) And now...
> >
> >My mantra over the last several years has been...the DCC is just that, it
> >creates digital content. Everything else is done in engine\editor.
> >Materials, post FX, physics, VFX, Fluids, lighting, animation sequencing,
> >cameras, terrain generation, scene assembly and so on should only ever be
> >done in your engine and editor.
> >
> >And I got there from having tried to build the DCC into our editors. Both
> >with Soft and with Maya. Both were the wrong choice.
> >
> >
> >My team of nearly 50+ environment artists live a daily struggle because
> >we made that choice.
> >
> >__________________________________________________________________________
> >_____
> >Marc Brinkley
> >343 Industries
> >Microsoft Studios
> >marc.brinkley [at] microsoft.com
> >
> >-----Original Message-----
> >From: softimage-boun...@listproc.autodesk.com
> >[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
> >Sent: Thursday, February 13, 2014 3:16 PM
> >To: softimage@listproc.autodesk.com
> >Subject: RE: Survey - how would you do this?
> >
> >I cannot reveal what our plans are, but I can say what we need is an
> >environment that has an open and deep SDK to allow us to build tools on
> >our terms, and not on the application's terms, so we can make our own
> >infrastructure without having to re-invent the wheel and reduce risk from
> >pipeline changes/regressions from commercial software.  Allows us to
> >define our own primitives, data structures, and treats those data
> >structures as first class citizens in the API.  Not have licensing which
> >ties the content creation product into our released product, and is very
> >cost effective for very large teams working across multiple sites.  Can
> >be set up quickly and easily and is a light install, and not require
> >engineers to make usable or explain to artists.  In concept, Fabric
> >engine most closely fits that paradigm, but it needs to mature before we
> >can give it a serious look.  I would not be surprised if we develop our
> >own tools a la Pixar or the other mainstays of the industry.  The trend
> >in this space is to build your creation tools into your engine so you can
> >take advantage of real time feedback from iteration (a la Valve).  Since
> >we built our own engine from scratch, we have full control to implement
> >such features on our terms.
> >
> >Max, Maya, and Softimage don't cater to the MMORPG space very well.  You
> >can use the products, as many have obviously demonstrated over the years,
> >but it's very much shaving the corners of the square peg to fit it into
> >the round hole.  This has been a classic problem in games for a long time
> >as the commercial software largely cater to film/video and assume games
> >is a simpler version of that paradigm.   In the early days of games that
> >was a band-aid that worked, but games have evolved a lot since then
> >making the current 3D software not so relevant anymore.  The difference
> >with an MMORPG is the game has larger scope, compared to a console or
> >mobile game, and therefore must pull back on nifty art features and think
> >more big picture of the gameplay as network bandwidth is an issue, and
> >there is a very wide variety of hardware out there that must be accounted
> >for - unlike a console where a particular platform is known in advance
> >and likely not to change (much).  Majority of our anticipated customers
> >still use older hardware running Windows XP, for example.  We have to
> >make content which caters to that lowest denomination.  As tools move
> >forward to accommodate those working on feats like Elysium, they tend to
> >forget and leave behind those who still need that micro-architecture edit
> >capability like us where pixels are still pushed one by one.
> >
> >There is a reason why many games don't have interesting artwork - the
> >tools get in the way.
> >
> >
> >Matt
> >
> >
> >
> >
> >-----Original Message-----
> >From: softimage-boun...@listproc.autodesk.com
> >[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
> >Rousseau
> >Sent: Thursday, February 13, 2014 2:26 PM
> >To: softimage@listproc.autodesk.com
> >Subject: Re: Survey - how would you do this?
> >
> >On Thu, Feb 13, 2014 at 2:31 PM, Matt Lind <ml...@carbinestudios.com>
> >wrote:
> >> To work around many of the issues, artists migrated to other software
> >> such as Modo, Z-brush, and so on, further fracturing our pipeline
> >> where work takes place, and reducing our needs to write tools in
> >>Softimage for art manipulation where ICE can be a meaningful contributor.
> >[...]
> >> The bottom line is ICE is not tailored to our needs and is of very
> >>limited use/benefit.
> >[...]
> >> Our primary needs are data translation (import/export), database
> >> communications, texture unfolding/UV manipulation, modeling tools such
> >> as re-topology and polygon reduction, hardware (real time) shading --
> >> All of which Softimage doesn't do very well
> >
> >So.... do you have a plan to diminish your dependency on Softimage?
> >what is it, what's next?
> >
> >
>
>

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