RE: Reference model limitations?
| Date : Thu, 26 Jul 2007 17:03:10 -0400 |
| To : <XSI(at)Softimage.COM> |
| From : "Andre DeAngelis" <andre.deangelis(at)ubisoft.com> |
| Subject : RE: Reference model limitations? |
|
Jeff, I have no disagreement
with any of your arguments, other than to add that in their current
implementation, Reference models do indeed allow for the propagation of
geometry, UV’s, enveloping and rigging changes without too much fuss. AD From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of
Jeffrey Dates
It’s like saying that a rendering pipeline
is only valid if it can achieve the desired result in a single pass.
Think about it gentlemen, what good is a ref model when you need to need to
take stuff into Maya? This is a valid point. However to dismiss the
work-flow entirely isn't the answer either. Of course Ref models are only
XSI specific, and would not be appropriate in every case. I think the
functionality is to allow for a non-linear workflow. Having an
animator animate while the modeler models and being able to propagate changes
throughout production is what I'm after in a Referencing workflow. Reference models themselves represent only one
type of referenced data/asset, This is a generality that I don't agree with.
The data isn't prone to corruption just because it's Referenced. ( not
any more than any other data I should say ) There reason point caching and ASCII/XML have
become popular is because they not only provides a simple interchange format
between 3D apps, but because they provide great flexibility when sharing data
between animation, FX and lighting. Why send a fully rigged character
with constraints/SCOPS etc to lighting, when they have no need for all that
junk? All you are doing is introducing inefficiencies into the most
critical part of your pipeline, which is lighting. I don't think anyone is arguing the value of Point
Caching. ( See Subject line: ) Animators don’t generally care bout Syflex
operators and particle emitters, so why should they be forced to deal with
them? Texturing artists don’t care about rigs so why should
they be forced them to deal with them? All they want is a powerful and
efficient rig to get the job done with a minimum of fuss. Brad Gabe could
probably explain this further, but he has mentioned the trend towards converting
assets towards smaller, easily reproducible components. After all,
if you are going to reply on ref models as a crutch, you’d better pay
that you don’t have a mixed pipeline for modelling and FX (which is
usually the case). What do you say to those poor studios who use Maya,
Houdini or in our case XSI/Maya/Max? Again, valid points. I think situations
are different at different studios. I find myself primarily in a
commercial environment working alongside software-agnostic
Generalists. So the idea of 'forcing' artists to deal with anything is a
funny notion to me. I also find it funny that you would imply that
Reference models are a 'crutch'. ?? It's a tool, like many of
the others.. why would a tool be a crutch? ( unless a crutch was the tool!
) Why send an entirely rigged character to lighting
when all they really need is the point cache file? Is not a point cache file
just as valid and powerful as a referenced piece of data as an entire reference
model? Again ( see subject ). I am the first to admit that there is work still
to be done on Deltas and making Ref Models more robust, but it pays to use them
wisely. Reference models are certainly valuable, but even if they were
bullet proof, they are not the be all and end all of pipelines. I agree most with this sentiment Andre. I sure
didn't mean to suggest they were. :-) In fact, everyone works
differently depending on needs of the artist, studio, and project.
But I feel, as you do, that there simply is more work to be done on Deltas. -- |
- References:
- Re: Reference model limitations?
- From: Jeffrey Dates <jdates(at)kungfukoi.com>
- Re: Reference model limitations?
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