Re: experience with referenced models : version control

Date : Wed, 20 Feb 2008 09:38:07 +0100
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: experience with referenced models : version control
We use Alienbrain for years now as a version control system to our project data (video games, that is). That said, we don't use it to manage our projects' source assets like XSI scenes or texture libraries. It indeed is not well suited for that task, for all of the reasons stated before.
One has to see that Alienbrain actually started as a plain version control system geared towards the games market, everything else NxN claimed it to be during the last years had been an effort to move into new markets like the VFX industry, with only moderate success.
For its original purpose, which we use it for, there still are not many alternatives. Database design for large binaries does not seem to be very popular on sourceforge...


   -André


Graham D Clark wrote:
On Feb 19, 2008 11:33 AM, Matt Lind <mlind(at)carbinestudios.com <mailto:mlind(at)carbinestudios.com>> wrote:

    AlienBrain is not the solution.

    In production you need to be able to track assets based on the
    content.


Exactly.


One of the shortfalls of Alienbrain is it works around the idea of a
scene. In our case our main asset is the XSI model.



Yeah, like at most places with a pipeline beyond folders and emails.


I haven't looked at Alienbrain since Helge and I looked at it on Barnyard. It was just a friendly visit as we already had our own very capable manager.


Matt, has it got any use in a game studio environment? Any redeeming qualities? Do you guys use it or did you shelf it?

Actually does anyone here use Alienbrain and what are your thoughts?
--
Graham D Clark, VFX/CG Supervisor, ph:fad-take-two
http://www.linkedin.com/in/grahamclark | http://www.xsibase.com/articles.php?detail=117

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