Re: Fabric Engine for Modo
Posted: 05 May 2015, 23:05
Yeah for now, I can imagine the advantage only for 'core' developers (imagine... not 'see'). Plus a lot of emotional stuff, where everyone can draw whatever everyone wants, because entire thing is happily undefined. From well known playing with definitions and values, how some guy wrote a feather system in two hours, while the actual thing is, most likely, just a part of prototype, perhaps a copy paste of some common solution, known for ages. For Maxon and, it seems for Foundry too now, great excuse to forget any further trial to match the Maya - 'now you have "the engine" for that'. For SI users, 'honest' way to 'make the transition so much easier' - to Maya, of course....Hirazi Blue wrote:The state of our "very own" Fabric subforum makes me wonder
about integrating it in so many new host applications.
We like to think of ourselves as a rather "technical bunch"
and even we seem unable to get a serious discussion on the topic going.
By the way, in some aspects, concept is completely opposite to ICE, Houdini or Max MCG.
First of all, one advantage of built-in system is, to *do not* go for external plugin, just to get some motion graphics, deformation by two curves and so on.
Another advantage of built - in thing is embedding - it's only scene to be shared, and that's huge advantage. From my small experience, simply it doesn't work if user has to download and install the plugin B in order to use the asset A - somehow like sending a show reel, based on some exotic codec, then asking people to install it.
Finally, using the external plugin as an live, animation operator, that's last thing I'll do, anytime (I do not caching the animated things...).
Anyway, once I'll notice something, looking like usage on daily basis, by at least one thousand of individual users, perhaps I'll be 1001th... In the meantime, there are other things to do.