Select Shaders in the Outliner, eh? I've missed that feature. Interested to
see how they deal with multiple materials on one objects. Clusters were...
not great, but it's a tricky thing.

Pretty solid improvements all around, from the looks of it. I hope it's not
really crashy.

On 20 April 2016 at 21:32, Ed Schiffer <edschif...@gmail.com> wrote:

> a better video
> https://www.youtube.com/watch?v=AZu-zjtd6PQ
>
>
>
> On 20 April 2016 at 01:59, Francois Lord <flordli...@gmail.com> wrote:
>
>> Ok I just watched the video and I must admit this is pretty cool!
>> Expressions for collection members, relative overrides with multiplier
>> and offset, overrides that can be deactivated...
>>
>> It looks like Autodesk got some hints from studios that were using
>> Softimage.
>>
>> We'll see how it behaves in production, but I say it's promising.
>>
>> F
>>
>> On 2016-04-19 02:58 PM, Francois Lord wrote:
>> > This is the key to success. It made it very simple to work with
>> > overrides in XSI but it didn't deal well (at all) with references that
>> > change all the time. Using expressions is the way forward. Houdini is
>> > using expressions in its stylesheets, Katana is using the equivalent
>> > with nodes, we are using expressions in our in-house tool at Framestore.
>> >
>> > I remember we had to use very precise workflow rules in XSI to keep
>> > scenes clean (back objects partitions always being hidden, foreground
>> > partitions always being visible, object matte partitions being called
>> > MATTE, etc.)
>> >
>> > When you deal with expressions, you need even more rigid rules.
>> > Otherwise it quickly become an unusable mess. Also, all objects must
>> > respect the naming conventions. And artists who don't follow them must
>> > be executed.
>> >
>> > F
>> >
>> > On 2016-04-18 17:47, Luc-Eric Rousseau wrote:
>> >
>> > >  Overrides are procedural in XSI (i.e. string-based) but in this
>> > > everything else is expression-based and late-bound, which means it can
>> > > deal with references and changing scenes.
>> >
>>
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