Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
pipeline development theory

pipeline development theory

2005-06-15       - By Helge Mathee

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Hey Brad,

I hope you are aware of that you just started one of these really long
threads.... ;-)
and yes, we do this kind of stuff here at Omation. ;-)

To answer your questions:

1. I looked at Alienbrain, and the main reason for not using it right now is
its database.
Alienbrain uses a text and file based database (and please correct me if I
am wrong) and
the typical SQL relational database features are missing. Especially when it
comes to
searching.

2. I leave that one to Kim & Brad. I know they always have something in the
oven... ;-)

3. The XSI C++ API seems to be really open to work with your own metadata.
I am not breaking any NDA saying that we are using XML based asset
descriptions
here at Omation for rendertrees, models, UVs, rig-data etc. The main
limitations we
encounter are Overrides and Hair, because there's simply no object model for
these.
Other than that, I was able to implement storage and regeneration for all
kinds of
objects through XML. As far as refmodels go: They're what keep Omation
running.
The referenced model architecture might be 'still rough around the edges',
but they're production proven as far as we are concerned. There's a few
kinks,
but as long as you are able to rebuild scenes and 'clean' the referenced
model
animation clip by rebuilding it, it's fine.

Helge Mathee
Research & Development
Omation

-- -- Original Message -- --
From: <xsibrad@(protected)>
To: <xsi@(protected)>
Sent: Wednesday, June 15, 2005 1:18 PM
Subject: pipeline development theory


> OK, so, I'm sure we're all buzz-word savy here.  We're all multi-media
aware.
> We're integrated.  We've all talked to our solutions providers.  Our meta
> data is in order and dynamic in nature.  And we're all open architecture
in our
> design choices.
> Likewise, we're all using self healing computer systems.  And since we're
super
> cutting edge, we're moving from object oriented programming to aspect
oriented
> programming.  All using Rapid Application Development (RAD) tools.
Awesome :)
> I've run out of buzz words.
>
> So whats with this pipeline development thing?
>
> Ok, joking asside, I've heard the term thrown about quite a bit when it
comes to
> 3d software as of late and while I was on holiday for the past few weeks
it
> crept into my mind a few times.
>
> Pipeline development.
>
> I guess the question is: what do you folks in general consider to be under
the
> realm of pipeline development?
>
> For example, I've read through the CG Soup articles on pipeline.  And it
all
> makes good sense.  People organized in a system and a progression for
assets to
> step through.  Good solid milstones, locks, review points and
opportunities for
> iteration.  Thats how you design a good pipeline with existing software
and
> tools.
>
> But every once and a while I hear some comments which make me think some
studios
> are doing a lot more than simple work force organization and data
repository
> restructuring, and moving from "having a pipeline" into the realm of
> "developing a pipeline, and pipeline tools".  And its this area that I'm
> currious about.
>
> For example, for my own projects, I am currently using subversion and
tortoise.
>
> http://subversion.tigris.org/
> http://tortoisesvn.tigris.org/
>
> to version everything from XSI projects, to sourcecode for my plugins, to
the
> psd files I use to generate my synoptic graphics.
>
> The binary DIFFing allows me to save drive space but still feel secure
that the
> past has not been lost.  And having the central repository lets me take my
work
> with me from machine to machine very easily.  I can even merge changes on
two
> machines that have lost sync.
>
> I've also read in some postings a few weeks ago regarding Omation's
pipeline,
> that there's a good ammount of SQL styled database work going on with
their
> pipeline.
>
> And of course, my mind immediately started spinning visions of reference
models
> being stored as BLOB objects in a huge database with versioning
information.
>
> Then I came back down to reality and realized its probably not quite as
grand an
> integration as that.  But who knows?
>
> I also thought about work that was started at R Greenburg and Associates
back in
> the day, that I believe has a life over at RhinoFX today.  The basic
theory
> being that Maya ASCII files are stored in a big CVS-like repository and
spliced
> together on the fly.  So one could theoritically commit just the lights
from a
> scene to the repository.  Then one could have the repository generate a
scene
> that has the most recent characters, the animation from last week, and the
> lighting from yesterday morning.  One could tweak the animation and then
commit
> just the animation back to the regpository.  Meanwhile, the riggers are
fixing
> minor skinning issues.  The next day, you update and pull the latest
version of
> everything to your machine and do test renders.  Its like a Maya aware CVS
that
> has concepts of lights and characters and such, and can weave .ma files
> appropriately to make it work.  In theory anyhow, I have not used it and
I'm
> not sure if I'm making it out to be more than it actually is.
>
> I realize this is starting to sound like a jumble on random pipeline
info...
> probably because it is.
>
> Question:  as far as the XSI world goes, is anyone doing stuff like this?
Once
> a people pipeline has been established, are complex tools being written
around
> the
> pipeline to the point that the production is centered more on a versioning
> reposiory and a database than on a "people maintained directory
structure?"  Are
> these tools integrated directly into XSI?
>
> Question:  Has anyone been using the alienbrain integration in XSI that
could
> comment on how it works for them in a production pipeline?
>
> Question:  Brad and Kim, is this the kind of super secret stuff you guys
do on a
> daily basis?  Or is this still something thats over the horizon?
>
> Question:  In XSI land we don't really have the power of the ASCII based
file
> format.  And reference models are still rough around the edges.  Does
anyone
> think (or know for that matter) this kind of self weaving meta-data based
> pipeline technology is something that could be developed for XSI at this
point?
>  Or are we a few features and APIs short?
>
> All this stuff has been bouncing around in my head and I'm currious as to
the
> actual state of affairs in the high end production world in XSI.
>
> Thanks for any insight.
>
> -brad
>
> -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
> This message was sent using IMP, the Internet Messaging Program.
>
> ---
> Unsubscribe? Mail Majordomo@(protected) with the following text in body:
> unsubscribe xsi
>
>


---
Unsubscribe? Mail Majordomo@(protected) with the following text in body:
unsubscribe xsi