Raf is right. We focused a lot on modernizing the core of Maya so that we can enable third parties to play nice within the Maya environment and Bifrost works much the same way splice works in that it is a node inside Maya that passes data back and forth to another world that is more suited to a given task. For example with crowds we now have Golem, Mirarmy, and Massive for Maya. A perfect example of the work ahead of us is something like Gator. Maya has all the transfer tools inside of Gator but they are spread out and inconsistent. A DG master can do many of the things in the operator stack but the UI sucks. Designing a proper workflow and UI is a lot harder than coding one and we have hired real interaction designers and not just maya experts. The consistent thread is something out of the box that is not daunting and is consistent and properly presented in an interactive way.
cv/ ________________________________ From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Raffaele Fragapane [raffsxsil...@googlemail.com] Sent: Sunday, March 16, 2014 7:11 AM To: softimage@listproc.autodesk.com Subject: Re: ICE in Maya is it really possible? You already have most of what is possible in ice in Maya, it's called splice for Fabric. The only thing missing are some primitives and the visual programming paradigm and GUI, performance and portability are mostly better already. Honestly, I don't know why people keep mentioning things such as she of vote or rewrites and the such. XSI wasn't rewritten to get ICE with its current considerable set of limitations (some of which aren't present in splice on Maya), but everybody wants so badly for Maya to be called older, when in actuality it's clunkier, horribly fragmented, but arguably a lot younger and more modern than Soft at this point. People have a perception of modernity based on their interaction with a mix of look, slickness and use experience, and then think and wasn't too the mythical "core" of the app to be equally modern or ancient based on how it feels, but the two things are seldom related. And on the same note, of Maya will get ICE, it still won't be Soft ;) What Chris mentioned with H Maya, if it will ever get anywhere, would be a lot more important than "rewriting the core". Modern software development and software modernisation don't work the way most people seem to perceive it. On 16 Mar 2014 21:20, "Nuno Conceicao" <nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote: Yeah I get your point, but for that to happen i can imagine that maya would have to be almost totally rewritten, right? Em 16/03/2014 05:22, "Raffaele Fragapane" <raffsxsil...@googlemail.com<mailto:raffsxsil...@googlemail.com>> escreveu: Yeah Nuno, I can easily enough. The stack is a patch for the lack of proper graph, not a feature worth promoting as the future. Maya has issues with evaluation missing certain things in default nodes, but the general paradigm of the graph is a superior approach. The lack of threading is more of an issue, but the stack doesn't facilitate that, ice works intra op, not across. Four the sake of all that's good in the world let's not push a attack against a proper DG as a superior feature, or make the mistake of thinking it's enabling in any regard. A proper sparse and arbitrary DG with the addition of simple entry and exit gates to facilitate things such as shape modeling at different stages, storing differentials and so on is an infinitely superior approach. On 15 Mar 2014 05:30, "Nuno Conceicao" <nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote: Something just came up on my head while doing blendshapes and using ICE to help along. Can you guys imagine how would ICE (or Biftrost) would work in Maya without a proper modelling stack like XSI''s? Even something as simple as using ICE to invert weight maps that are hooked with shapes with an already enveloped character or fixing some poses maybe...
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