I have not tried building custom solutions in Blender, but Maya is built for custom solutions. The entire thing is a C++ engine and then the UI you see is built from scripts, scripts you can fork and edit. (or it was as I haven't actually used Maya in a while). And of course they there are plenty of examples of customizations or custom UIs included to help get started.
Note: Blender might have this too. I haven't tried. But, my impression so far is Blender didn't start this way and trying to add it in after the fact is difficult. Maya stays clean because any UI feature needs to buildable from scripts. By enforcing that rule on themselves, they keep it customizable.
oh yeah i remember how maya was architectured so well, and from the start indeed. i don't know the innards of blender but the python layer seems powerful.. yet afaik there's no derived computed attributes like $ball.x = $feet.x / 2 or that would require using some 2nd class objects (transformators or something like this), quite un-ergonomic.
It’s stuff like “we enforce a naming convention for all bones”, or “we do a coordinate flip” or “limit number of material references”. It’s all bespoke custom stuff that exists in every studio but is slightly different, and project specific.
I’m not an animator but I do know that mayas rigging support is second to none; we’re often working on characters with 100+ bones and 200k triangles being driven by said bones. The standards stay standard for a reason when working at that complexity.
I have not tried building custom solutions in Blender, but Maya is built for custom solutions. The entire thing is a C++ engine and then the UI you see is built from scripts, scripts you can fork and edit. (or it was as I haven't actually used Maya in a while). And of course they there are plenty of examples of customizations or custom UIs included to help get started.
Note: Blender might have this too. I haven't tried. But, my impression so far is Blender didn't start this way and trying to add it in after the fact is difficult. Maya stays clean because any UI feature needs to buildable from scripts. By enforcing that rule on themselves, they keep it customizable.
oh yeah i remember how maya was architectured so well, and from the start indeed. i don't know the innards of blender but the python layer seems powerful.. yet afaik there's no derived computed attributes like $ball.x = $feet.x / 2 or that would require using some 2nd class objects (transformators or something like this), quite un-ergonomic.
It’s stuff like “we enforce a naming convention for all bones”, or “we do a coordinate flip” or “limit number of material references”. It’s all bespoke custom stuff that exists in every studio but is slightly different, and project specific.
I’m not an animator but I do know that mayas rigging support is second to none; we’re often working on characters with 100+ bones and 200k triangles being driven by said bones. The standards stay standard for a reason when working at that complexity.
So you're on the engineering side of the animation pipeline ?
Im on the engineering side of everything! But yep.
how are things in this industry ? are you doing low level cpp ? python glue code ?