For some time now I’ve been wanting to post, make a video explaining why you should take Stingray, now that it’s being decommissioned, and roll it into Maya. Every time I sit to make the video, I stop and just get upset because something tells me you either won't listen or you won't even check to see this solution. When I came across the ideas page on Instagram, I at least wanted to voice/type my concern. Right now, I’m having to learn Unreal, and the thing is, unreal is not setup for Maya. Only that it supports FBX for everything, but they really only cater to Max, Revit, ACAD and now blender and C4D and Octane/Vray for rendering. I've asked over the years about Maya integration and they suggested it just wasn’t on their radar. Now they are moving through cinema trying to sell all the studios on live production, all the studios who have used and were powered by Maya for years. I have projects that require Real-time export as my client is wanting interaction. The first phase of the project was completely done in Maya, rendered with Redshift, and exported as 360-degree 6k plates to showcase their product as a VR motion experience. If you had stingray integrated, I would be but a click away or a few clicks away to make all assets collisions and basic trigger events and port the experience to a desktop and allow the user to drive around in a forklift as they explore the factory. But for the past 2 months, I have been converting everything, almost remaking everything to fit unreal, baking down animation and finding new ways to animate since unreal doesn't support "set driven key animations" which Maya does and would allow me to bake these in to use in a real-time environment. I pay my $1500 yearly Maya fee but I also just paid $1500 for unreal enterprise license in order to get direct help from them because there is so much convoluted and bad practice material posted online and epic has no intention of trying to streamline or clean it up. If they do its moving super slow. Their base is still targeted to gamers, so much of what we need for film or general interactive experience is with a cinema mindset. This is hard because when you ask for help, it’s a gamer giving you advice on what works for a game. Only way to get deep or more fluid advice is through epic directly. Which I now have to pay for. I would gladly do the same for Autodesk Maya should the new system require the fee with help on filling in the blanks. So, if Maya had its own real-time engine experience, the narrative would be set around film and high-level visual experience. You can't mix it up or get it wrong. Maya has an amazing set of tools, I do not rely on LOD tool to downres an asset manually, I’m able to quickly build a low poly but high resolving solution of a client asset, unreal doesn’t even have a true pivot solution for animation, moving assets around, and Maya does. Which makes moving around, animating, and designing in the environment so much more rewarding in Maya. There are utility nodes in Maya that help you build up great assets from texture and lighting controls which bring you closer to real-world without having to jump into substance or another program and because it’s a utility node you don’t have to code it, it becomes apart of the shader hierarchy. You just need a better baking solution like Unreals Merge feature that takes the shader and asset and creates a whole new shader with all the work of the shader now compiled into an advance more simplified shader. You can still keep the original master shader hidden or unassigned for later upgrades or improvements. I’ve spoken about this several times and when I do my friends go silent. No one wants to admit that Maya is more inline with where the industry needs to be than any solution trying to step into the light. They just don’t want to pay the price for Maya anymore, but the reality is, most companies would already benefit. From the many high-level studios that have hundreds of written tools around Maya that could be leveraged or bought for use in a real-time workflow. You take a look at what Disney did for lion King and how they used unity and unreal, you telling me they couldn’t just do that in Maya? They weren’t making a game, they didn’t care for trigger events and deploying a desktop or mobile solution, they needed a way to plan and push their sets in real-time to storytelling, they didn’t actually use the realtime program for any rendering. That was done in the native design program once they got the shots mapped out. But If you could program in a way to allow an exported desktop interactive solution with possible trigger events, you could not only plan all your shots in Maya’s new Real-time engine using LOD’s of the assets created in Maya with a switch that allows it to stay at lvl0 during render time, then take those same cinema assets, and now you have high fidelity visuals to showcase in real time how it should be with almost instant export to VR with no need to hire a secondary company to handle your real-time solution. This could be done in-house saving the studios so much money, a month of additional new learning for Maya artists, leveraging your Maya expert artists and giving them more breath to create into the future for VR and motion experience. Leave the game logic with a game maker and leave the visual experience with the leaders of the visual creation practice. With Unreal pushing hard into the cinema world, show that you will not be ignored. Some will say but Maya is a big part of unreal, but no, its not. The logic is nowhere the same. I feel like I’m learning a while new way of 3D the more I use unreal. I do feel I benefit from all the optimization I have to do for unreal, I like that unreal recognizes instances coming from Maya but that same logic could be applied to Maya if I’m keeping things tight for Maya with the idea of keeping things within the same workflow. Am I saying that unreal and unity is bad, no but with their constant push into a more real cinematic experience, Maya is already there. You just need a realtime solution and with stingray you have it, you just don’t need them to be a split experience. Combine stingray into the fold and breath life into your developers and content creators just like you did with bifrost. You also don’t have years to think about this. Always willing to talk about it! Jamiel Boling Ieko Media LLC
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