Rob \/-------------\/----------------\/
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Just to give a different POV
I would be very happy to support and pay for features added to Softimage.
I know that a lot ppl say its time to move on Softimage is dead etc. but not all of us are working in a big Studio or as Freelancers.
So for us as a small studio Softimage is still and will be for a long time the best tool for our Jobs.
Which span from 1 day to a couple of days deadlines.
There is nothing out there which can replace Softimage atm period.
So all I´m saying is plz don´t only put your POV on the subject and tell ppl to move on because, there is still enough life in Softimage for me and a few others.
So I would be willing to pay for development for a few features or even workflow improvements (scripts,etc) and that would add a lot more value do my work then switching DCC.
So even most of you thing the thoughts behind it are admirable, but not worth it I think it is worth it.
-- mfg Markus Cermak 3D-Animation Compositing Leiss Postproduction GmbH Adresse: Zirkusgasse 13/4 A-1020 Wien Tel: +43/1/218 96 48 Fax: +43/1/218 96 48/10 Mail: off...@leiss.at
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-- mfg Markus Cermak 3D-Animation Compositing Leiss Postproduction GmbH Adresse: Zirkusgasse 13/4 A-1020 Wien Tel: +43/1/218 96 48 Fax: +43/1/218 96 48/10 Mail: off...@leiss.at
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-- mfg Markus Cermak 3D-Animation Compositing Leiss Postproduction GmbH Adresse: Zirkusgasse 13/4 A-1020 Wien Tel: +43/1/218 96 48 Fax: +43/1/218 96 48/10 Mail: off...@leiss.at
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--Mirko JankovicNeed to find freelancers fast?Need some help with rendering an Redshift project?
Cannot be Maya, he's
loving his new choice of 3D app...... ;-P
Rob \/-------------\/----------------\/
If I understand correctly, projects don’t usually update their pipelines midway through production... I think some large projects take 1 to 3 years to make and choosing an app like SI or the competition at this moment of time that may or
may not be on par to SI will still make a competitive product finished in 1 to 3 years from now.. maybe even a longer 5 year project and still be competitive. Till that studio finishes that product or series of products in that timeframe before updating their
pipeline – it would makes sense to still use whatever you use for the pipeline today into the future without having to deal with development bugs and broken files with subsequent updates. I know studios still in windows 7, studios still with previous versions
of Blender for stability sake, I know studios animating in older versions of Maya due to mid-production deadlines, I know studios using the old version of Fusion, even studios with old software, scripts, plugins, workflows that only run on old architecture.
And they stick to it till the production is over. And that takes time.
You could start a 5 year project in SI 2015 today and still be competitive, with less staff, less training, greater flexibility and standard industry tools.
Students learning the standard tools today will understand SI easily till 5 years from now, when they graduate the tool will still be standard from their education.
Get the drift?
Unless they revamp the animation toolset in the public sector any time soon - like Presto in Pixar or something – it’s still on par for any new project till up to 5 years from now.
I think SI has a great studio workflow still that works well today as any other day with any other software, if not better. Taking that workflow now will still be relevant or better than taking another now and finishing that project 1 to 5 years later with
the same (or less experienced, still developing) pipeline.
I think people are like... imagining revolutionary software updates over the next 5 to 10 years and an industry and pipeline jumping on board immediately leaving you in the dust like some kind of stone pyramid with no use. I somewhat doubt Moores Law applies
to computer graphics – unless you are more into games, and even that is mostly software agnostic these days and also develops slowly. Things take time to adapt.. Why hurry?
Use what makes you and your studio happy.
And yes, invest in Fabric, Redshift and people like Mootz!
I’d be down to invest in developing even new ICE stuff, education, Fabric examples, anything really, etc.
Do what you love with what you love.
-Draise
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I've been one of the Modo alpha/beta test team for a number of years now and can honestly say it's nowhere near being an XSI replacement. The good thing is that their new incremental development strategy has made Modo far less crashy but it has a long way to go in performance terms and the new procedural system has a weak UX, is even less performant than general Modo's other workflows and has procedural capabilities at approx 5% of ICE or Houdini. Working in Modo can often feel similar to stirring treacle.On the other hand nothing beats Modo for good old fashioned direct modeling. Fantastic range of tools and an ever improving set of viewport options. ILM turned to Modo to create a kitbashing library for Star Wars Rogue One (and one that's being reused for all forthcoming content requirements in the Star Wars universe). It's all based of reacquiring the original 1977 models on eBay! I kind you not:IMHO Modo can be classed as a fantastic direct modeller at a luxury price point, or an exceptionally weak DCC to replace the the higher priced options of Max, Maya, Houdini and XSI. Take your pick. :)
Well modo did start as modeling tool alone, and lately trying to push in all in one DCC but will it get there.. hardly.. especially when there is no really reason for anyone to use it as all rounder with all the other tools there.ᐧ
On Wed, Jan 25, 2017 at 9:53 PM, Jonathan Moore <jonatha...@gmail.com> wrote:
I've been one of the Modo alpha/beta test team for a number of years now and can honestly say it's nowhere near being an XSI replacement. The good thing is that their new incremental development strategy has made Modo far less crashy but it has a long way to go in performance terms and the new procedural system has a weak UX, is even less performant than general Modo's other workflows and has procedural capabilities at approx 5% of ICE or Houdini. Working in Modo can often feel similar to stirring treacle.On the other hand nothing beats Modo for good old fashioned direct modeling. Fantastic range of tools and an ever improving set of viewport options. ILM turned to Modo to create a kitbashing library for Star Wars Rogue One (and one that's being reused for all forthcoming content requirements in the Star Wars universe). It's all based of reacquiring the original 1977 models on eBay! I kind you not:IMHO Modo can be classed as a fantastic direct modeller at a luxury price point, or an exceptionally weak DCC to replace the the higher priced options of Max, Maya, Houdini and XSI. Take your pick. :)