Re: Industry needs more xsi artists!

Date : Thu, 30 Aug 2007 12:51:28 -0400
To : <XSI(at)Softimage.COM>
From : "Oliver Heijmans" <oliver(at)topixfx.com>
Subject : Re: Industry needs more xsi artists!
Referencing isn't like maya, where you can reference "animation" files into other files,
which for production pipeline is a neccesity. (*if your doing a movie production and working with 100 -200 people on files)


For games or small groups,  etc,  it's fine.

I hope ASCII and better Referencing, gets implemented, cause that's what makes Maya so powerfull.

Very curious about how other pipes, are setup.

O.

----- Original Message ----- From: "Nicolas Langlois" <nicolasl(at)buzzimage.com>
To: <XSI(at)Softimage.COM>
Sent: Thursday, August 30, 2007 11:55 AM
Subject: Re: Industry needs more xsi artists!



This is so true.... I remember the days when I arrived at Hybride. Fresh from 4 years of production with Maya. I cursed XSI all day long. I though it was mediocre and unstable until I realized XSI doesn't necessarily work like Maya. Once you get your head around the way XSI and it's architecture works, you realize how potent and capable it is. But you need to open your eyes to the new ways of working. This is part of the re-training that should be offered to professionals.

my 2 cents,

this thread is already too long! :S




Graham Bell wrote:
a very good point Kim and certainly something I see alot, especially on the games side of things.
Guys will often try and follow the exact same workflow they used in Maya/Max, when they first start using XSI, and when they hit the first hurdle they become frustrated.
But also another area also worth looking at, is actually showing people what the software can do before they use/adopt it. It can be often very easy when demoing to show the really cool stuff, and why not, it is damn good. Often when artists are looking at software, they're not too familiar with, they will start to look for the same features they know and recognise. If they aren't shown them, then confidence in the software can drop. And often, especially in games, these features are just standard modelling tools, which although not very exciting to some, relate to their everyday job.


I've been receiving some feedback from customers and non-customers on what they've been shown in the past and what they actually need to see, and we're looking into ways on how we can maybe tackle the issue from the demo end as well, before training becomes a real need. Certainly the material that Jen will be rolling out soon, should give us the best possible material to follow through with.


Graham Bell Technical Games Specialist - Softimage


----- Original Message ----- From: "kim aldis" <xsi(at)kim-aldis.co.uk> To: <XSI(at)Softimage.COM> Sent: Thursday, August 30, 2007 10:42 AM Subject: RE: Industry needs more xsi artists!


Another area of training is in-production training, Jen. The number of
studios opting for XSI but unable to find experienced XSI users are opting
for the next best thing; experienced production staff with no XSI
experience. So you get the 'XSI is really crap at doing <X>, I can only do
<Y> in Maya'. You need people at studios like that to turn the statement
into 'bugger me, I didn't know you could do that. Hmm, actually XSI does <X>
and <Y> better than all the rest, and it does <Z> too'


-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of Jennifer Goldfinch
Sent: 29 August 2007 22:45
To: XSI(at)Softimage.COM
Subject: RE: Industry needs more xsi artists!

Hi Kris et all -

Recently, I was given the responsibility for working on expanding
training material and edu programs at Softimage. At first glance, to be
honest, it felt like a chicken & egg dilemma. The first thing we did
was
add in-box training material with version 6, thanks to our partners at
Digital Tutors, to make sure that the SW at least shipped with a
learning tool. It was also a priority to keep in contact with other DVD
producers out there to make sure they had an updated license, to make
sure they were on beta, etc, etc, etc.

The next bigger issue that needed to be addressed was schools and
training facilities -and as you know, many out there only teach Maya
and
or max. This proved to be frustrating at first, but upon digging deeper
and having actual discussions with the schools and program leaders,
many
are keen on teaching XSI, they just want to make sure there are studios
who use it. Many educators felt for years that there weren't enough XSI
shops out there. Ok - yet we hear from clients all the time that they
need people. (like this thread). PLUS new accounts want to use XSI, but
are concerned about having a pool of trained users out there.

So after the v 6 DVD, the next step was to build material to offer
schools & trainers an opportunity to train their staff, as well as have
comprehensive material for internal training programs for our new and
existing clients who have expressed the need for this type of material
to our sales teams.

Soooo.. we have just spent the last few months working with a very
talented XSI artist and trainer to develop professional-level XSI
training material.

Yesterday, I received a drive with 45 GIGS totaling over 37 hours of
training, complete with scene files, scripts, mocap data, etc. A couple
of my colleagues here who have started to dig into it here keep
emailing
me.. "wow, I didn't know that..."

This is not curriculum, rather it is an intense set of tutorials for
the
professional 3D user to be able to transition to XSI and become
familiar
and comfortable with what the software has to offer. In addition to
nearly 40 hours of videos, we also have written outlines to go with
each
module of the material. This is to help emerging markets build their
own
localized training material. It's a full featured "Train the Trainer /
Train the Professional" program focused to help expand our market, your
studios and our partners' business.

We are actually taking the material on the road in Asia to train
artists
and schools in Seoul and Shanghai and then Mumbai, and will be looking
at training events in key markets like NYC and Soho at a later date.

Now I have to figure out the packaging and recompression of 45 GIGS.

Oh - and if our trainer wants to reveal himself to the list, be my
guest. :)

The training material roll out will come very soon - its my HIGHEST
priority following SIGGRAPH.

jen



-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf
Of takita
Sent: Wednesday, August 29, 2007 4:10 PM
To: XSI(at)Softimage.COM
Subject: Re: Industry needs more xsi artists!

Kris Rivel wrote:
> For most places...they don't want to fix what isn't broken.  They may
> or may not know that there are superior tools out there but the
bottom

> line is that they are there to make money.  Their current pipeline
> works and they won't change it unless something can significantly
save

> them money in production costs.  Hopefully, with Softimage's new
> pricing scheme and possibly Moondust, things will change.  If you can
> break it down and show just how much time and money you can save with
> software A vs. software B, then the superiors might consider it, even
> if it does mean re-training some of their team.

Not to bring up an old dead horse but you have to figure in the student
factor in to it, and as of late and most schools are still very heavily
biased towards Maya.  Yet the same as in the production houses, those
are large and difficult ships to turn around.

Don't forget also that the biggest expenditure for any production goes
toward salaries, so it makes sense that management may regard the
student pool as a potential resource to be tapped and where potential
savings can be made.

-T

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Nicolas Langlois Senior/Lead Rigger/TD Buzz Image

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