Any of the ICErs out there see any potential in this ?https://m.youtube.com/watch?fbclid=IwAR3K301kJ45g5PEEJ9edov9-eDCeiEUhVRMAOqG3fcPmekDwW180E4oD-5M&v=_3-bKGZwdbQ
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In other news, Blender 2.8 officially came out yesterday.
https://www.blender.org/download/releases/2-80/
;)
Just snipping this thread right here. My gosh.That was really long to get through, twice, on my phone
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As Tom says Bifrost Graph is independent of Maya (and Max) and the UI/UX is very similar in both. Where they're significantly different is the manner in which they integrate with the Maya and Max geometry kernels. And on that basis each Bifrost Graph integration will likely end up with very different community created assets. But because the Maya and Max are so fundamentally different under the hood, assets created in each integration are not shareable with the other (certainly not community created assets).
I'd guess that the technology underpinning Bifrost Graph will also find it's way into non Media and Entertainment ADSK properties. Flow dynamics are a vital aspect of many CAD applications too. And on that basis it makes complete commercial sense that Bifrost Graph is a modular set of technologies the ADSK can leverage across they're properties. This has significant end artist benefits in the sense that ADSK can spread the development costs across different ADSK profit centres so Bifrost should evolve at a faster pace than if it were a singular module developed for Maya alone.
With regards to Houdini, I can see Bifrost Graph being used in the same pipelines as Houdini, especially now that Houdini LOP's is taking shape as a killer mix of Katana and Clarisse powered by USD.
Much like with ICE, the real value of Bifrost Graph will be the artist created assets that the Max and Maya communities share amongst themselves.
To unsubscribe, send a mail to softimag...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.On Thu, 1 Aug 2019 at 10:12, Tom Kleinenberg <zaga...@gmail.com> wrote:
Well Autodesk isn't completely blind to the reality of things, both Maya and Max are very old code-bases to support. My understanding is this is basically an external module that will plug in anywhere giving them some future-looking features.
I'm not a Maya fan but it's still the ubiquitous software option. In XSI we struggled finding production ready artists in more technical roles (riggers especially) and Maya has the hold on animation that'll be difficult to shake. I was always a "support artist" to these field, so XSI's greater flexibility while maintaining pipeline integrity was a blessing, if Bifrost brings some of that back its great.Of course, I'd love to know what XSI could have achieved with another 6 years of development but there you go. Hats off to the devs who are working to make Maya tolerable.
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