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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