McNistor wrote:I've heard so many times this argument and to this day I have no idea what is this about. Probably because I don't work in a big studio that makes great content for big budget Hollywood movies.
Please tell me Mr. Bellsey what tool (written in C++ or whatever) can be integrated in/with Maya but can't be done the same with XSI? I won't even mention the flexibility and power of ICE as it has been beaten to death by now.
You don't really have access to the true XSI architecture with the SDK. In Maya, everything is opened, you have full access to the dependency graph and the core structure of the app, drawing your own primitives, the UI, etc.
Most maya features are themselves written in mel, python and the SDK. For example, I worked a bit on the Bullet plug-in for Maya, which is completely written with the SDK, and of course Disney made one as well (Dynamica), pixar implements physbam, etc. That implementation is impossible to do in XSI, there is no way to do it the APIs are not there to send cutom data in the graph, control dirtyfication, draw custom primitives, etc. It's difficult in XSI to write proper simulation plug-ins, modeling plug-is (i.e topo/cluster manipulation, viewport manipulators, component highlights, nurbs? don't think about it), the APIs do not exist.
Max and Maya are both full SDKs with which the developers then wrote an application with. XSI is an application that was written, then the SDK and ICE was added on the side. For Max, you got plug-ins like Character Studio, CAT that integrate deeply in the animation editors and everything else as though they are built-in features. They do things like adding custom fcurves types and key interpolation that isn't possible in XSI. Try to add your kind of primitive that isn't a mesh or NURBS in XSI. The first thing Phil told us about XSI is that it would have been impossible to develop CAT for XSI as a third party. It was also impossible to write any kind of hair plug-in for XSI before ICE came along, and even then you have to base it on the built-in primitives and there are limitation for custom UI, brushing, etc.
Now I'm not saying that the Maya UI and workflow isn't old-looking and quirky.. but there is a lot on there for third party developers and pipelines, these are just facts and the reason we were kicked out of the big studios. Both of these apps are SDK first and application, second. Denying that is not helping anyone getting a unbiased view of the market.