> I'm biting maya tongue right now to stay on topic and not to go off on a
 > certain package.


You just cracked me up with that one :)




On 20 January 2015 at 15:55 Eric Turman <i.anima...@gmail.com> wrote:


> @ Siew Yi Lang I felt compelled to respond to your review of Unity because of
> certain inaccuracies and/or misconceptions. I hope that you do not feel
> slighted as this is not a personal attack at all.
> 
>  Although my day job now deals with commercial/film/vfx, I have worked on
> several AAA game titles in the past and I am currently wrapping up an indie
> game with two other people that we made in Unity. I'll admit that I agree with
> some of what you have stated but not nearly as strongly or vehemently. One
> point I will agree in is that while they have added a bunch of new features
> they do need to fix what is broken. That can be said of many software
> packages...I'm biting maya tongue right now to stay on topic and not to go off
> on a certain package.
> 
>  Shaders: I agree that ShaderForge makes shader creation much easier and it is
> worth the added expense. Shaderforge
> <https://www.assetstore.unity3d.com/en/#!/content/14147> has enabled us to
> develop some very specialized and unusual non-photo real shaders that could
> have been a stretch for us otherwise. That being said, we are friends with a
> programmer who codes his own non-node based shaders for multiple platforms in
> Unity without a problem and he has helped us with such shaders for other
> projects.
> 
>  Mechanim: I'm going to mostly disagree with you here and my experience is
> nearly opposite of yours with Mechanim. We definitely did not use legacy. We
> were able to, without scripting, make our own avatar. You do not need to use
> the built in avater, just don't use it. Additionally, Unity did not retarget
> it to two bones for us. Unity Mechanim dealt just fine with our custom
> skeleton setup. Animation and hierarchical blending also worked just fine OOTB
> for us with our custom shadow rig skeleton. After glancing at how Unity wanted
> the shadow rig to be organized, our animations came in without a hitch from
> Softimage. I did not have to do anything with ROMs. I mean no disrespect, and
> no hard feelings are intended, it's just that I know firsthand that it works.
> 
>  Shuriken: I am not going to argue with you on this one. Unity's built in
> particle system is, in a word, weak. Fortunately, an asset called Particle
> Playground <https://www.assetstore.unity3d.com/en/#!/content/13325> comes to
> the rescue and, as I understand it, its code is exposed if you need to tweak
> it.
> 
>  Pipeline: I'll agree that the hundreds and thousands of pieces of metadata
> was a bit cumbersome on the check in/checkout. But this is a technical
> industry, the artists are working with technology and it is not unreasonable
> to expect them to have a modicrum of technical knowhow. The artists at Element
> X were sat down and launched with instructions on the use of SVN. After a few
> days, they were shown that how they had misunderstood/cut corners were doing
> things with SVN were causing problems and shown the procedure once more. After
> that, we didn't have any issues. Its a partial matter of training the artists
> what to do and the consequences of not following procedure, and it is another
> matter of making certain that they are not going to be lazy about following
> those directions. For teams of more than a few people, custom created pipeline
> tools can help the artist make certain that they are not making mistakes.
> 
>  On a side note: I think that Never Alone <http://neveralonegame.com/> is a
> beautiful game on many levels. Congratulations Siew Yi Lang! I'm very much
> looking forward to playing it on Steam
> <http://store.steampowered.com/app/295790/> once I clear off my plate a bit.
> Any large production is quite an ordeal, but I hope that you can feel proud to
> have worked on it.
> 
>  Cheers,
>  -=Eric
>  --
> 
> 
>  -=T=-
> 
> 
> 
> 

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